#EMBARGO AVOIDANCE
23 messages · Page 1 of 1 (latest)
what
I think what he's trying to suggest is that when you have embargos on someone who has warships out, then your trade will go around them instead of through where their warships are.
I don't think the developers should automate this though as it kind of lowers the skill ceiling.
Don't think I like this. Trade ships following the shortest possible path is what makes the map design meaningful, and what makes claiming one island more advantageous over another. If you think about it, if the trade ships can follow any path, then the spatial relationship between the islands on the map becomes much less important.
dude blocked me 
but yeah that sucks and even on the drawing, just send warships a little farther to get the tradeships, but embargo on someone shouldn't get you to make more gold with a third player
Didn't even think about it in that perspective
good take
you also get more gold the longer the distance traveled by a tradeship, this suggestion would piss off even more the embargoed player but you even make more gold while they still don't get any ? c'mon
its not based on travel length, its based on manhattan distance
still based on distance, it may not be linear but the bigger the distance between two ports, the bigger the value of the tradeship
its based on 90 degree shortest path that connects the port, not the path taken
red used to calculate the multiplier, yellow is the real path
thats why some ports are not optimally placed, they take more time to arrive and still have a low multiplier
I thought the value depended on the amount of tiles traveled or something ?
Gold earned is based on Manhattan distance (which means the sum of the absolute differences in x and y coordinates) between ports and the number of ports you own:
maybe i missunderstood this, i didnt test it in game
the literal reading of the line is |port1.location - port2.location|
if this is the case then there would be a natural trade off for rerouting your tradeships like this. they take longer, but make the same money when they arrive, so you're netting less income. i think this would add strategic depth to the game, and of course it should not be determined algorithmically. the pathfinding should not account for warships, but it would be interesting if players were given the option to route their own trade. this would actually increase the skillgap\
Graph theory perspective 👍