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Pushhing for realistic trade hehe


Willdebeast04
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Hello Everyone I had a slightly controversial idea to with how Trade worked. (mostly really stuff it up, maybe for the week of April fools)

The Idea is to add a mechanism that introduces shipping of goods and resources throughout the sphere, To make trading a more realistic experience where it becomes an industry itself.

 

Things that this would include is:

- Making the transfer of take time depending on how far you were shipping or trading from

- Making a bonus for trading inside alliances.

- Collective ship movements were your transfer of goods can move in predetermined movements by players bigger shipping ships

- Pirates that could attack shipment movements and steal fast amounts of resources in transit failing both the buyer and seller. a limit for who ever was in your war range.

- Add ships or navy that purely made for shipping. With protection defending shipment from pirates,

Foreseen Effects

- This would try to make the geographic location in the world you were more valuable 

- Create a small economics spheres inside all of the continents

- Make it harder to trade, and ruin economies and piss on all alliances.

Really just add some scuffed-ness to Politics and war, this is only a start of an idea please make it better.

Edited by Willdebeast04
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I like the idea of time delays based on location, this would make location on the map more meaningful.

There could be improvements or projects to increase the speed as well. 

 

It's probably good to keep updates like this gradual, so mechanics related to pirating / blockading in the middle of a trade should be implemented later. 

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  • 3 weeks later...

I personally dont like the time delay part, the GNO dev implemented it and it was frustrating, and wildly unpopular.

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Guest Zephyr
8 hours ago, Rewan Demontay said:

This is a useless an addition and would needlessly complicate the simple and endearing function of trading.

Did you read the thread? The purposes of the suggestions were outlined, so it'd be helpful if you actually stipulated why you think no purposes were stipulated or why you think it has no purpose. Unless you mean to use 'needless' in the most broadest sense in which you'd be right that Alex does not need to make changes to the game, but that would be an annoyingly redundant comment to make and which you could post to any game suggestion.

 

Personally, I've actually thought for a while that playing with trade mechanics could be a fun way to add some complexity, vulnerability, and increase player responsibility through planning and decision making. For instance, the idea that trade is limited by the number of cargo ships owned and operated which take time to travel between nations fulfilling trade agreements means:

  • Increased player responsibility in properly planning and managing resources
    This means there's an additional time crunch to get your war chest sorted before wartime because you can no longer order resources to be instantly deposited to your nation as soon as you're inconvenienced by war. Makes more sense than instant magic resources as if they were delivered through your internet cable, and increases the need for proper planning and management of resources.
  • Increases market for bulk trading by creating localised interest
    If there's a discrepancy in intercontinental delivery times and those within the same continent, it would increase interest in localised trading over global and thus present more opportunity for players to participate in bulk trading and resource flipping on each continent. To further emphasise this effect, I would also suggest a cargo ship operating cost which runs higher for intercontinental trades than it does localised. Increasing factors differentiating traders across the game mitigates global domination of industries and increases player opportunity to participate in trade as a business.
  • Increased vulnerability to other players through small specialised ops
    We could add spy operations such as sabotaging docked cargo ships which would obviously reduce the targeted player's trade capability (easier), or employing pirates to target a nation's trade shipments with a chance of success at destroying an entire ship and its resources (harder). This presents another front on which players are vulnerable to attack, affecting their ability to maintain supplies, and which notably functions entirely separately to direct warfare.

Those are my thoughts on how trade could be changed to add additional qualities to the gameplay, not sure how well they'd actually work. Having said all that, I don't actually think there's any chance Alex would add anything like this as I imagine it would be technically more difficult to manage and it would create some inconsistencies with how bank to bank or bank to nation transactions work, as well as instant wars and ground looting being faster than trading.

Edited by Zephyr
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I meant "needless" in that trading is just one of those game mechanisms that does not need to messed with. It's good as is, in my opinion. Now, if Alex liked it, that's a whole other situation.

Edited by Rewan Demontay
Typo

 

 

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Guest Zephyr
6 hours ago, Rewan Demontay said:

I meant "needless" in that trading is just one of those game mechanisms that does not need to messed with. It's good as is, in my opinion. No, if Alex liked it, that's a whole other situation.

Thanks for the clarification, because this is different to your initial statement which asserted that there was no stated purpose for the proposed changes.

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