Opened 9 years ago

Last modified 5 years ago

#3428 reopened enhancement

[PATCH] Garrisoning traders in merchant ship is not profitable

Reported by: mimo Owned by:
Priority: Should Have Milestone: Backlog
Component: Simulation Keywords: patch
Cc: Patch:

Description (last modified by Stan)

Garrisoning traders inside a merchant ship increases the gain by 20%, but I guess nobody ever used it as it has no interest. Taking the exemple of cart, we have trader cost = 100 food, 80 metal and time 15 s merchant ship cost = 100 metal and time 20 s such that building more ships is much more interesting.

There are several ways we could use to make trader garrisoning a better alternative:

  • increase the price of merchant ships which anyway looks too cheap to me.
  • increase the additionnal gain for each garrisoned trader.
  • maybe increase the armour when garrisoned traders (more people to defend the ship)
  • others ?

As a first step, I propose to increase the cost of merchant ships by 100 wood and increase the garrisoned gain from 20 to 40%.

Attachments (7)

3428.1.patch (1.6 KB ) - added by Palaxin 8 years ago.
Patch doing the "first step" proposed by mimo. In addition, each trader will add a greater bonus for the merchant ship. First trader 40%, second 50%, then 60%, …
3428.2.patch (1.6 KB ) - added by Palaxin 8 years ago.
Correct error in garrisonMultiplier calculation
3428.3.patch (2.2 KB ) - added by Palaxin 8 years ago.
Trader garrison bonus as proposed by myself. The bonus decreases exponentially, i.e. 0.9{0}=100% for the first garrisoned trader, 0.9{1}=90% for the second trader, 0.9{2}=81% for the third trader, 0.9{3}=72.9% for the fourth trader, …
3428.3.2.patch (2.2 KB ) - added by Palaxin 8 years ago.
Trader garrison bonus as proposed by myself. The bonus decreases exponentially, i.e. 0.90=100% for the first garrisoned trader, 0.91=90% for the second trader, 0.92=81% for the third trader, 0.93=72.9% for the fourth trader, …
3428.4.patch (2.2 KB ) - added by Palaxin 8 years ago.
Decrease the gain a bit. +90%, +81%, +72.9%, ... for first, second, third, ... trader now
3428.5.patch (2.2 KB ) - added by Palaxin 8 years ago.
removed unused counter variable
3428.5.2.patch (2.2 KB ) - added by Palaxin 8 years ago.
removed unused counter variable

Download all attachments as: .zip

Change History (23)

comment:1 by Palaxin, 9 years ago

Trader garrisoning disadvantages:

  • a garrisoned merchant ship means a greater potential loss than an ungarrisoned ship because a higher amount of resources can be destroyed with the same effort
  • depending on the number of your merchant ships it can be pretty much micro work to garrison them with traders
  • efficiency drops down when the traders and ships do not generate resources during garrisoning
  • on most naval maps you have less protection for sea trading than land trading because you can't build obstacles/buildings in water - reducing land trading and strengthening sea trading gives you less options for a safe supply
  • huge loss of efficiency: currently you slightly increase the resource generation of a cheap unit by "sacrificing" costly units - it should be the other way round

Trader garrisoning advantages:

  • trade ships have much more defenses than a single trader and can sustain longer during an attack
  • too many ships on a comparatively short route mean a loss of efficiency due to the interference of their paths and thus movement blocking/slowing

All in all more disadvantages than advantages. I think we can assume that even if traders and ships had the same costs and each trader gave a 100% bonus it would still provide more advantages to not garrison traders. A 60-80% bonus would be useless except for very special situations (very few wood available - assuming we add wood to ship costs - or too many ships already so they are blocking each other). So my proposals are:

  • I absolutely agree with increasing the price for merchant ships, especially wood. A ship totally made from iron is also somehow strange. Your proposal for a total cost of 100 wood and 80 iron makes totally sense for me because it means total costs of traders and merchant ships are the same making them more comparable.
  • At least 100% trade gain bonus for the first trader and less for further traders. The bonus should scale somehow with square root or similarly if you add further traders. Implement a tech which enables trader garrisoning (should be very cheap) and/or another tech which increases the bonus per trader (should be more costly).
  • If so, implement armour increase by garrisoning soldiers but not traders (e.g. up to 5 per ship, +1 armour per soldier for a weak buff or alternatively up to 3 per ship, +2 armour per soldier for a strong buff)

Generally speaking I have the impression that ships are very strong compared to their low costs (a 1400 HP trireme can easily kill 5-10 soldiers in direct combat depending on rank etc. and costs as much as 3 citizen soldiers or 1 champion soldier). So strongly increasing ship costs would bring them more in line with unit costs on the one hand and also allow us to keep the % bonuses for garrisoned traders at lower numbers.

Version 6, edited 8 years ago by Palaxin (previous) (next) (diff)

by Palaxin, 8 years ago

Attachment: 3428.1.patch added

Patch doing the "first step" proposed by mimo. In addition, each trader will add a greater bonus for the merchant ship. First trader 40%, second 50%, then 60%, ...

by Palaxin, 8 years ago

Attachment: 3428.2.patch added

Correct error in garrisonMultiplier calculation

by Palaxin, 8 years ago

Attachment: 3428.3.patch added

Trader garrison bonus as proposed by myself. The bonus decreases exponentially, i.e. 0.9{0}=100% for the first garrisoned trader, 0.9{1}=90% for the second trader, 0.9{2}=81% for the third trader, 0.9{3}=72.9% for the fourth trader, …

by Palaxin, 8 years ago

Attachment: 3428.3.2.patch added

Trader garrison bonus as proposed by myself. The bonus decreases exponentially, i.e. 0.90=100% for the first garrisoned trader, 0.91=90% for the second trader, 0.92=81% for the third trader, 0.93=72.9% for the fourth trader, …

comment:2 by Palaxin, 8 years ago

Keywords: patch review added
Milestone: BacklogAlpha 20
Summary: Garrisoning traders in merchant ship is not profitable[PATCH] Garrisoning traders in merchant ship is not profitable

by Palaxin, 8 years ago

Attachment: 3428.4.patch added

Decrease the gain a bit. +90%, +81%, +72.9%, ... for first, second, third, ... trader now

by Palaxin, 8 years ago

Attachment: 3428.5.patch added

removed unused counter variable

by Palaxin, 8 years ago

Attachment: 3428.5.2.patch added

removed unused counter variable

comment:3 by Palaxin, 8 years ago

Keywords: review removed
Resolution: invalid
Status: newclosed

comment:4 by Palaxin, 8 years ago

This is irrelevant due to the planned changes to the trading mechanism in #3697

comment:5 by Palaxin, 8 years ago

Milestone: Alpha 20

comment:6 by elexis, 8 years ago

Keywords: trade removed

I'm not sure if #3697 will be committed. Some like it, some don't (Certainly it's not ready for A20...)

comment:7 by Palaxin, 8 years ago

Ok I will keep that in mind and reopen if necessary...

comment:8 by elexis, 8 years ago

  • So currently you get only 20% of the profit when garrisoning a trade cart? Sounds bad, should be like 90% indeed.
  • Merchant ships should also cost wood, since ships are made out of them, but don't make them that expensive IMO.
  • Not convinced that the profit should decrease nor armour increase proportionally.

-> We would end up with a 3 line patch, which would improve the balancing until the final fate of wraiitis tradepatch is decided.

comment:9 by Palaxin, 8 years ago

  • I made them cost 100 wood and 80 metal, so they are comparable with traders which cost 100 food and 80 metal.
  • I think we could use also the diminishing returns concept similar to farms here. Otherwise you would just put 20 traders into a single merchant ship. I think a little fleet is nicer than that and also grants more safety and a more continuous resource supply.
  • Armor is not affected by my patch. If so, it should be by military units and not by traders IMO. I tried an implementation with auras but as far as I remember it was not working as I wanted to.

I agree to take this at least as a temporary solution, so reopen the ticket.

Last edited 8 years ago by Palaxin (previous) (diff)

comment:10 by Palaxin, 8 years ago

Milestone: Alpha 21
Priority: Nice to HaveShould Have
Resolution: invalid
Status: closedreopened
Type: defectenhancement

comment:11 by fatherbushido, 8 years ago

As first step mimo's suggestion and elexis one, i think we should just increase garrison bonus (nearer 1 than 0) and slightly the wood cost (something like 100 or 50). Using less of those metatrader is good against the painfull ship motion (so i m not convinced at all for any diminishing returns).

comment:12 by Palaxin, 8 years ago

Or make trader garrisoning increase efficiency up to a certain maximum (more traders would decrease efficiency again) like that. Note that 15 is the maximum capacity of a merchant ship.

Actually sounds quite realistic to me. A group of cooperating traders will probably be more efficient than several single traders. But there is only limited capacity for trading goods / resources on the ship. Too many traders will just waste a lot of time on their long journeys where they can't sell or buy.

However, most of you will prefer a simpler solution, I guess...

Last edited 8 years ago by Palaxin (previous) (diff)

comment:13 by elexis, 8 years ago

Milestone: Alpha 21Alpha 22

Feature freeze in 2 days.

comment:14 by elexis, 7 years ago

Milestone: Alpha 22Work In Progress

Moving to the Work In Progress milestone, since there is a patch asking for feedback, but since it is not strictly bound to a specific release.

comment:15 by Stan, 6 years ago

Description: modified (diff)
Milestone: Work In ProgressBacklog

No news for 9 months, patch should be on Phabricator

Last edited 6 years ago by Stan (previous) (diff)

comment:16 by Imarok, 5 years ago

Component: UI & SimulationSimulation

Move tickets to Simulation as UI & Simulation got some sub components.

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