I've played a bit of DoNE and more of RaR now, and read some of the discussions about development here. It seems that carting goods around is a critical issue, both for human playability and for AI function. So I had this idea that just maybe could find resonance:
Why automating moving the wagons (and ship) is the thing, to apparently quite a frustration, instead of altering the concept of the wagons themselves to something that would work more easily?
So the idea is to automate intra-continental trade in a manner that draws from the custom house: Allow wares to move automatically (and instantly) between cities, as long as investment is made to infrastructure. So the player gives for a city limits for the stored amount of a ware that trigger import and export. A wagon unit is attached to the city that wants to import, giving the city certain "pulling power". Then the goods move automatically from export to import city, spending an amount of "pulling power" that equals distance between cities times the amount of goods moved.
Connections and distances between cities need to be determined, ideally both by land and by sea, but probably good enough to start just by land.
A mechanism for "attaching" transports to cities need to be come up with, but this could take any form that allows to "invest to transport infra". One possibility could be that empty wagons in the city that have full movement left at end of turn give the city "pulling power" according to cargo slots times movement points (likely divided by something like 4 for balance).
Enemies around a city should cut the city off the import/export grid.
The change would slightly reduce the potential for piracy/raiding, but I don't think by much. The Europe route is when that happens anyway.
I know it won't be an easy implementation, but maybe not impossible? I know my way around generic coding, and have some very limited experience from modding civ4 years ago (I have forgotten most, though), but nothing at this depth. Unfortunately currently I have very limited time to put to hobbies like the game. Anyways, if people think the idea could fit some of the existing mod projects, maybe I could try and start to learn...
Has somebody tried something of this sort?
Why automating moving the wagons (and ship) is the thing, to apparently quite a frustration, instead of altering the concept of the wagons themselves to something that would work more easily?
So the idea is to automate intra-continental trade in a manner that draws from the custom house: Allow wares to move automatically (and instantly) between cities, as long as investment is made to infrastructure. So the player gives for a city limits for the stored amount of a ware that trigger import and export. A wagon unit is attached to the city that wants to import, giving the city certain "pulling power". Then the goods move automatically from export to import city, spending an amount of "pulling power" that equals distance between cities times the amount of goods moved.
Connections and distances between cities need to be determined, ideally both by land and by sea, but probably good enough to start just by land.
A mechanism for "attaching" transports to cities need to be come up with, but this could take any form that allows to "invest to transport infra". One possibility could be that empty wagons in the city that have full movement left at end of turn give the city "pulling power" according to cargo slots times movement points (likely divided by something like 4 for balance).
Enemies around a city should cut the city off the import/export grid.
The change would slightly reduce the potential for piracy/raiding, but I don't think by much. The Europe route is when that happens anyway.
I know it won't be an easy implementation, but maybe not impossible? I know my way around generic coding, and have some very limited experience from modding civ4 years ago (I have forgotten most, though), but nothing at this depth. Unfortunately currently I have very limited time to put to hobbies like the game. Anyways, if people think the idea could fit some of the existing mod projects, maybe I could try and start to learn...
Has somebody tried something of this sort?