Opened 12 years ago

Closed 11 years ago

#1546 closed defect (duplicate)

Players gain resources when their trading carts arrive at other player's market

Reported by: gudo Owned by:
Priority: Should Have Milestone:
Component: UI & Simulation Keywords:
Cc: Patch:

Description

Set up trade between two markets owned by other players. See ticket #1545 for details.
Notice that whenever your carts arrive at a different player's market, you gain resources and the other player doesn't.

Change History (5)

comment:1 by historic_bruno, 12 years ago

I think that's working as designed, only the player owning the trader gets the resources. After all a trade doesn't involve literally subtracting resources from one market/player and adding to another, but the trader creates a net gain of resources somehow.

The weirdest part is trading between two other players, but I don't think that's a problem either, it will be hard to trade between enemies in practice due to risk of being attacked.

comment:2 by gudo, 12 years ago

I thought the design was supposed to be that whoever owned the market the trader was arriving at gained the resources. ie, you and I are trading, I get food every time my trader stops at my market, and you get food when he stops at yours. It really doesn't make any sense to get resources when my cart arrives at someone else's place. Besides, it'll provide people incentive to build markets for their allies to use, even if they don't plan on trading.

So I vote that trading change so that the market owner receives the resources, not the cart owner. Makes more sense, provides incentive, and cuts down on possible abuse.

Last edited 12 years ago by gudo (previous) (diff)

comment:3 by historic_bruno, 12 years ago

But trade is 2-way, and you can have several market "stops" queued. It seems like it would penalize "international" trade too much if the trader gives no advantage to his owner -- in that case it would be better to build two of your own markets and get 2-way trade vs. 1-way trade with another player. However I seem to remember wanting the market-owning player to get a cut of the profit (not all), but was overruled in favor of what we have now :) I do agree that would add an economic incentive to alliances.

If you could elaborate on your concerns in this topic (for those who don't read Trac) that would be great.

comment:4 by gudo, 12 years ago

I'll post in that topic. But can you really queue up multiple stops? I've looked at the trading code and tried to get it to work in game, but I can't seem to make it happen. :/

comment:5 by historic_bruno, 11 years ago

Component: Core engineUI & Simulation
Keywords: trade removed
Milestone: Backlog
Resolution: duplicate
Status: newclosed

Resolving as duplicate of #1691, which has a patch for shared trading gains.

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