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: | |
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Priority: | Should Have | Milestone: | Backlog |
Component: | Simulation | Keywords: | patch |
Cc: | Patch: |
Description (last modified by )
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)
Change History (23)
by , 8 years ago
Attachment: | 3428.1.patch added |
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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 , 8 years ago
Attachment: | 3428.3.patch added |
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by , 8 years ago
Attachment: | 3428.3.2.patch added |
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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 , 8 years ago
Keywords: | patch review added |
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Milestone: | Backlog → Alpha 20 |
Summary: | Garrisoning traders in merchant ship is not profitable → [PATCH] Garrisoning traders in merchant ship is not profitable |
by , 8 years ago
Attachment: | 3428.4.patch added |
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Decrease the gain a bit. +90%, +81%, +72.9%, ... for first, second, third, ... trader now
comment:3 by , 8 years ago
Keywords: | review removed |
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Resolution: | → invalid |
Status: | new → closed |
comment:4 by , 8 years ago
This is irrelevant due to the planned changes to the trading mechanism in #3697
comment:5 by , 8 years ago
Milestone: | Alpha 20 |
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comment:6 by , 8 years ago
Keywords: | trade removed |
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I'm not sure if #3697 will be committed. Some like it, some don't (Certainly it's not ready for A20...)
comment:8 by , 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 , 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.
comment:10 by , 8 years ago
Milestone: | → Alpha 21 |
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Priority: | Nice to Have → Should Have |
Resolution: | invalid |
Status: | closed → reopened |
Type: | defect → enhancement |
comment:11 by , 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 , 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...
comment:14 by , 7 years ago
Milestone: | Alpha 22 → Work In Progress |
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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 , 6 years ago
Description: | modified (diff) |
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Milestone: | Work In Progress → Backlog |
No news for 9 months, patch should be on Phabricator
comment:16 by , 5 years ago
Component: | UI & Simulation → Simulation |
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Move tickets to Simulation
as UI & Simulation
got some sub components.
Trader garrisoning disadvantages:
Trader garrisoning advantages:
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:
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.