Gothic_Empire
AKA, Ramen Empire
- Joined
- Aug 5, 2008
- Messages
- 1,502
Making resource diversity important sounds interesting.
Pirating my trade routes and now plundering my Great Cothon. Damn you Morroco!Morocco says no.
G
1) This make sense, and iam definitly for. Else, already mentioned, its in a lot of cases counter productive.1.) I change the function so that it uses the furthest possible TR as your 100% instead of your max distance. I'd considered this, but I was worried it would be too opaque.
2.) I change the function so that it caps at 50%. TR yields will inflate because of this.
The above are not true.It does not feel right that, by building a trading building that increases range, older trade routes get lower yields.
It does not feel right that, by improving road network, yields from trade routes are lowered.
I does not feel right that longer internal trade routes are more profitable than shorter ones.
It wasn't my experience in 2018-1-3, and I'm already busy in early game with newest release to have noticed the change. Any chance to add estimated trade route duration?The above are not true.
1. Distance scaling on internal routes was an error and it was fixed.
2. Extending TR range does not change existing routes.
You mean before the route starts? In the selection screen?Any chance to add estimated trade route duration?
Yes, helping choosing the best trade route for the desired effect, yields or tourism.You mean before the route starts? In the selection screen?
Looking through that code is really fun. Can learn a ton of stuff. So.Yes, helping choosing the best trade route for the desired effect, yields or tourism.
Edit. Though it will be good too in the trade routes screen.
You are my new hero! hehe.Looking through that code is really fun. Can learn a ton of stuff. So.
1. The turns are only calculated when creating a route. The function that gives available routes doesn't do that. The code itself isn't complicated, so I could probably make another Lua for that and show it in the window.
2. The calculation of turns is little weird. It seems that initial idea of Firaxis was to simply get the length and divide it by route speed. And each route has to make 2 circuits. But it seems that short routes would cycle too often and they added a check that forces a route to last at least 30 turns (game speed adjusted). VP changes this a little and makes it shorter with every Era.
So, the worst case is when the route makes 2 circuits and still misses 2 turns to complete. Then it goes again and comes back after 14 turns. So, in summary it can last from 30 to 42 turns.
3. I think there's a little bug in VP changes. They shorten turns (30) by Era (-1 for each Era). But this is applied after game speed modifier. I think it should be before. Now the route lets say in Modern takes 25 turns (30-5). But in Marathon in will take 85 (30*3-5). I think it should be 75 ((30-5)*3).
Not the active one, but the future one. Or how is the modifier applied? How does it calculate the percentual value?The above are not true.
2. Extending TR range does not change existing routes.
For some strange reason, I like the "one trade route to one city" idea. For me, this balances the system better than the distance thing (For me, trade units represents more the trade activity of the whole nation with a other nation, than the trade between 2 cities. And your not able to make one CS ally and send all units to this place.)Please don't revert back to the old system of being able to send a crap ton of trade routes to the same city.
Ok, that is interesting, and a bit irritating. Informations about the estimated turns would be very nice, especially playing as ottoman empire or any empire, which goes for CV. 42 turns instead of 30 turns would lead to a decrease of 30% for the ottoman empire UA.Looking through that code is really fun. Can learn a ton of stuff. So.
1. The turns are only calculated when creating a route. The function that gives available routes doesn't do that. The code itself isn't complicated, so I could probably make another Lua for that and show it in the window.
2. The calculation of turns is little weird. It seems that initial idea of Firaxis was to simply get the length and divide it by route speed. And each route has to make 2 circuits. But it seems that short routes would cycle too often and they added a check that forces a route to last at least 30 turns (game speed adjusted). VP changes this a little and makes it shorter with every Era.
So, the worst case is when the route makes 2 circuits and still misses 2 turns to complete. Then it goes again and comes back after 14 turns. So, in summary it can last from 30 to 42 turns.
3. I think there's a little bug in VP changes. They shorten turns (30) by Era (-1 for each Era). But this is applied after game speed modifier. I think it should be before. Now the route lets say in Modern takes 25 turns (30-5). But in Marathon in will take 85 (30*3-5). I think it should be 75 ((30-5)*3).
I believe someone complained that CSD rewards on marathon rewarded too much...@Infixo Explains why they're so long on Marathon lol
By the way, were city state mission influence rewards on Marathon reduced this patch? I'm getting values like vanilla (0-40 influence). I'm confused if that's intentional or not.
I got this result by using only the mod (via autoinstaller) and IGE (nothing else).
I believe someone complained that CSD rewards on marathon rewarded too much...
Looking through that code is really fun. Can learn a ton of stuff. So.
1. The turns are only calculated when creating a route. The function that gives available routes doesn't do that. The code itself isn't complicated, so I could probably make another Lua for that and show it in the window.
2. The calculation of turns is little weird. It seems that initial idea of Firaxis was to simply get the length and divide it by route speed. And each route has to make 2 circuits. But it seems that short routes would cycle too often and they added a check that forces a route to last at least 30 turns (game speed adjusted). VP changes this a little and makes it shorter with every Era.
So, the worst case is when the route makes 2 circuits and still misses 2 turns to complete. Then it goes again and comes back after 14 turns. So, in summary it can last from 30 to 42 turns.
3. I think there's a little bug in VP changes. They shorten turns (30) by Era (-1 for each Era). But this is applied after game speed modifier. I think it should be before. Now the route lets say in Modern takes 25 turns (30-5). But in Marathon in will take 85 (30*3-5). I think it should be 75 ((30-5)*3).
Thanks for the Info, I wish more details including formulas would be avaliable in civilopedia...
Any way you can include estimated lenght in the screen where you choose the destination?
You are absolutly right, that formula should be changed