yu210148 Posted October 12 Report Share Posted October 12 Hi All, I was playing a game on a large map with multiple allies and established trade routes between my market and theirs. It occured to me that it'd be nice if I could select multiple markets for my traders and have them cycle between them. In other words, set up a market, establish an 'origin' (my market) and 'destination' (one of my allies) market but also have my traders stop in at my 3rd ally's market making a circuit so we would all benefit from the trade. I don't know what all would be involved in coding this 'feature' but I wonder if there's any appetite for something like this in the gameplay dynamics? What do folks think? kev. 1 Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted October 12 Report Share Posted October 12 I think it'd be nice from a roleplaying perspective, but practically I'd just establish separate trade routes for each ally. (From the furthest points possible so they're as lucrative as possible.) 1 Quote Link to comment Share on other sites More sharing options...
Grautvornix Posted October 12 Report Share Posted October 12 While you are right with respect to the current game, a roundtrip could even deliver more profit, as the total distance travelled could even be longer (profit relates to distance in game). Tried to establish such a roundtrip scheme but is does not seem to work. What appears to work (at least using trader ships) is to define a specific path to follow. I did that to avoid being attacked in that route, but it might be possible to maximize trade income by defining a longer detour. Did anyone check this can work? Or is the distance travelled just measured "as the crow flies" i.e. shortest connection between origin and destination? 1 Quote Link to comment Share on other sites More sharing options...
Perzival12 Posted October 13 Report Share Posted October 13 On 12/10/2025 at 7:17 AM, yu210148 said: Hi All, I was playing a game on a large map with multiple allies and established trade routes between my market and theirs. It occured to me that it'd be nice if I could select multiple markets for my traders and have them cycle between them. In other words, set up a market, establish an 'origin' (my market) and 'destination' (one of my allies) market but also have my traders stop in at my 3rd ally's market making a circuit so we would all benefit from the trade. I don't know what all would be involved in coding this 'feature' but I wonder if there's any appetite for something like this in the gameplay dynamics? What do folks think? kev. That sounds like a good idea. You should talk to Stan about adding that to the game. Quote Link to comment Share on other sites More sharing options...
yu210148 Posted October 13 Author Report Share Posted October 13 2 hours ago, Perzival12 said: That sounds like a good idea. You should talk to Stan about adding that to the game. Forgive my ignorance, but who's Stan and how would I get in touch with him? Kev. Quote Link to comment Share on other sites More sharing options...
Perzival12 Posted October 13 Report Share Posted October 13 (edited) 1 hour ago, yu210148 said: Forgive my ignorance, but who's Stan and how would I get in touch with him? Kev. Here is a link to his profile. Try sending him a PM. He’s the 0ad project leader. https://wildfiregames.com/forum/profile/12287-stan/ Edited October 13 by Perzival12 Quote Link to comment Share on other sites More sharing options...
yu210148 Posted October 13 Author Report Share Posted October 13 Thanks, will do when I'm infront of a machine that isn't my phone. I wonder if the logic of the patrol mechanism could work for this. I don't know how the resource acquisition would work though. Haven't thought it through that carefully. Quote Link to comment Share on other sites More sharing options...
Classic-Burger Posted October 13 Report Share Posted October 13 1 hour ago, Perzival12 said: Here is a link to his profile. Try sending him a PM. He’s the 0ad project leader. https://wildfiregames.com/forum/profile/12287-stan/ I think it's better to convince @wowgetoffyourcellphone or @real_tabasco_sauce Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 14 Report Share Posted October 14 Hey, I'm Stan. I'm technically no longer the leader though. Regarding changing this gameplay mechanic aside from convincing some people you'll have to make a patch on Gitea. There are a lot of great ideas, but developper timer is scarce, and patches speak louder than words Do note however that having a patch doesn't mean it'll get merged. 2 Quote Link to comment Share on other sites More sharing options...
yu210148 Posted October 14 Author Report Share Posted October 14 Thanks for the reply Stan, Cool, yes. I agree that patches speak louder than forum discussions. Unfortunately, I don't currently have the skills (nor the time) to produce one. Truthfully, this was just a thought I had and figured I'd put it out there. Thanks for helping to coordinate development on a pretty cool game. Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted October 14 Report Share Posted October 14 I suppose the way to do it would be to set origin, then destination, and then use shift+click to "add" destinations in order, similar to queueing orders for normal units. 2 Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted October 14 Report Share Posted October 14 3 hours ago, real_tabasco_sauce said: I suppose the way to do it would be to set origin, then destination, and then use shift+click to "add" destinations in order, similar to queueing orders for normal units. I think it's not possible tho i wish it were: set trade routes that don't involve the producing building. Quite frequently I produce traders from a market but have a port further away; I would like to set that route at the market and wouldn't have to tell the traders. Quote Link to comment Share on other sites More sharing options...
Classic-Burger Posted October 14 Report Share Posted October 14 https://riseofnations.fandom.com/wiki/Caravan Worth mentioning. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted October 15 Report Share Posted October 15 14 hours ago, real_tabasco_sauce said: I suppose the way to do it would be to set origin, then destination, and then use shift+click to "add" destinations in order, similar to queueing orders for normal units. This isn't already a thing? Could have sworn it is... 1 Quote Link to comment Share on other sites More sharing options...
hyperion Posted October 15 Report Share Posted October 15 1 hour ago, wowgetoffyourcellphone said: This isn't already a thing? Could have sworn it is... You can set waypoints in between markets that way. Setting a route with multiple markets is always less efficient then one between only 2 markets and therefore isn't implemented. 1 Quote Link to comment Share on other sites More sharing options...
Perzival12 Posted October 15 Report Share Posted October 15 9 hours ago, hyperion said: Setting a route with multiple markets is always less efficient then one between only 2 markets and therefore isn't implemented. It should be. After all, did the ancients really do things as efficiently as possible? We are thousands of years more advanced, and we still don't do things as efficiently as we could. We know how to be efficient, we just choose not to. Besides, real merchants would travel from one market to the next, then on to another one, not just back and forth between two markets. Quote Link to comment Share on other sites More sharing options...
LienRag Posted 4 hours ago Report Share Posted 4 hours ago On 15/10/2025 at 7:30 AM, hyperion said: Setting a route with multiple markets is always less efficient then one between only 2 markets and therefore isn't implemented. Having multiple markets of the same players on the same route should stay less efficient, lest it becomes exploitable. But the OP idea of having a route with multiple markets of different allies (max one market per ally) should be made a little bit more efficient (I don't think it would be hard to tweak the formula to make it so) as it's funnier, has nice strategic implications, and is immersive (that's how trader worked historically). Quote Link to comment Share on other sites More sharing options...
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