Wesley Posted March 12, 2017 Share Posted March 12, 2017 One catch with trading is that you have got to make it possible for the AI in a game to do. Something that works for a player but not for the AI breaks the game. If I remember correctly AoE2 did/ allowed trader spam because it was the only way for the AI to get income late because the AI was worse at finding and securing remote mineable resources than a human player. I forget where I read that though. Link to comment Share on other sites More sharing options...
DarcReaver Posted March 18, 2017 Share Posted March 18, 2017 AI coding is something you shouldn't consider. If the AI can't use it just make a small workaround. I.e. make AI receive +50 silver/minute on their resources (or more depending on difficulty) when they have build a market. It's easy and does not affect "real" players. 2 Link to comment Share on other sites More sharing options...
Nicolaus_von_Kues Posted 58 minutes ago Share Posted 58 minutes ago On 23/11/2015 at 3:31 AM, wraitii said: EDIT: trac ticket. Hidden Content I think these ideas need to be followed up and then develop the idea in depth. Link to comment Share on other sites More sharing options...
Thalatta Posted 43 minutes ago Share Posted 43 minutes ago 8 minutes ago, Nicolaus_von_Kues said: I think these ideas need to be followed up and then develop the idea in depth. Regarding "construction of 100-traders long "lines" of caravans", "just looks bad": totally agree, and have proposed solutions a couple of times. Regarding "markets now generate income at a fixed rate": I was thinking about it to emulate "local trade". The "logarithmic" idea is interesting, quite different from what I was in principle thinking for a new system, while I don't agree much with "garrison workers in your markets to leverage full efficiency", it seems a waste of units. 1 Link to comment Share on other sites More sharing options...
Nicolaus_von_Kues Posted 5 minutes ago Share Posted 5 minutes ago 37 minutes ago, Thalatta said: Regarding "construction of 100-traders long "lines" of caravans", "just looks bad": totally agree, and have proposed solutions a couple of times. Regarding "markets now generate income at a fixed rate": I was thinking about it to emulate "local trade". The "logarithmic" idea is interesting, quite different from what I was in principle thinking for a new system, while I don't agree much with "garrison workers in your markets to leverage full efficiency", it seems a waste of units. The other important thing about another post is getting rid of surplus units. The units could also return to normal civilian status. Link to comment Share on other sites More sharing options...
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