The Dutch UB "Trade Office" seems to have exactly the same stats as the Caravansary

Bridger

Prince
Joined
Nov 10, 2005
Messages
318
the Dutch UB "Trade Office costs the same to build, is unlocked at the same tech, and has all the same bonuses. Did the caravansary get buffed at some point and nobody buffed the Trade Office to make it unique?

Edit:

Also, the carvansary says it's "Good for" luxury resources, but the Trade Office doesn't have that line? odd.

http://puu.sh/6DZQI.png
http://puu.sh/6DZRy.png
 
Yep, looks like a CLASS wide change took place and nerfed the Trade Office to be the same as the caravansary.

It should have +50% to trade route lengths and double the luxury supply available.
I'll fix it for the next release.
 
Caravansary has +100% trade route distance, is Trade office supposed to have less distance or was that a mistake?
 
After the recent discussions about the values of Caravans over Cargo Ships the global rate of caravan distances and values were adjusted. However it seems the change was made as an across the board value instead of a multiplier of existing values.

I have made a change to the code and the Trade Office, which already had a 50% greater trade route distance, is just doubled as is the vanilla caravansary.

So it will show as 100% increase for the caravansary and 300% for the Trade Office. (this may need to be adjusted down as with the original values a 50% increase was bearable but now with a global doubling of lengths it may be OP).

There also was to be a bonus on luxuries for the Trade Office but for the life of me I can't remember what that was supposed to do. I don't think there is anything like that on it now.
 
Ahh... the actual code for the Dutch UB gave an adjusted value over the vanilla building.

Caravansary was 50 for trade route length
Trade Office was given 150 since caravans were showing in game as 100.

OK, a further edit is needed. I will change the defining Dutch code to 75, a 50% increase over the vanilla and let the ingame defines change it at will. This should mean the vanilla building will get a 100% increase and the Trade Office gets a 150% increase, much more reasonable.
 
Can I make another pitch here for just changing the damn thing? It is crazy for the Dutch (designed as a coastal/tall/trade civ) to have a UB for the land-trade UB. Longer land trade route distance is also an incredibly weak gameplay effect.
Why don't we make a unique harbor instead?
 
I agree with Ahriman. I was playing the Netherlands the other day and was confused with how they are supposed to play. They have the Polder, which increases food and points towards creating a tall empire. They get bonuses from having more luxury resources, which points towards a wide play style. They are a coastal civilization, yet get a unique building for land trade. Very contradictory uniques, and they should probably be re-designed.

In my own mod, I see the Trade Office as next to worthless. It's a caravansary plain and simple. So, as a buff to the Netherlands I give every one of their cities a free Trade Office.
 
I have no problems with wanting to change the Dutch.

However, my focus is somewhat different. I really want to see all the lua framework restored so that the full range of modifications can be re-implemented. As my lua skills are next to useless, I am hoping we can put off these cosmetic changes so that the behind the scenes stuff comes to the fore. Then perhaps Thal. might look again at it.

YieldLibrary, TooltipWriter, TopPanel, CityView etc., they all need drastic attention so that we can see properly the yields and effects that all of us are asking to put in the mod.

Science yields and Faith yields are screwy. There is an inconsistency to the different lua files that call these, and other, values.

Anyone else that can offer lua skills is more than welcome. Stackpointer has been tirelessly making inroads and I struggle to keep up.
 
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