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  1. #1
    Miles
    Join Date
    Dec 2006
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    Default Caravan stops...

    Not sure if this has been raised before, but the caravan stops that Harad and Rhun can build in all their castles (not just desert ones) add something like 200% trade... which is quite a massive amount, and seems a bit out of step with other trade improvements in the TATW mod.
    Is this working as intended? Or is it a carryover from the M2TW base factions?

  2. #2
    ISA Gunner's Avatar Campidoctor
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    Default Re: Caravan stops...

    You get a 200% trade increase!? Wow! All i get is lousy rednecks that don't pay trailer rent and leave a stinking mess when they leave.
    [SIGPIC][/SIGPIC]

  3. #3

    Default Re: Caravan stops...

    200%?
    When I use it my city just got 100 gold more income
    Are you sure?

  4. #4
    Miles
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    Default Re: Caravan stops...

    Very sure. I pay close attention to things like this.
    Caravon stops are only buildable in castles, not towns/cities, so there were no other trade buildings present, just dirt roads.

    100 gold per turn doesn't mean a whole lot, it depends what the base trade income was. In a castle that's well located, such as the dwarf castle in the Iron Hills where I also owned Dale, North Rhun, Erebor etc., a caravan stop will give you a few hundred extra gold per turn because the base trade (from metals) is already pretty strong.

  5. #5
    Mega Tortas de Bodemloze's Avatar Do it now.
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    Default Re: Caravan stops...

    Quote Originally Posted by hugorune View Post
    Very sure. I pay close attention to things like this.
    Caravon stops are only buildable in castles, not towns/cities, so there were no other trade buildings present, just dirt roads.

    100 gold per turn doesn't mean a whole lot, it depends what the base trade income was. In a castle that's well located, such as the dwarf castle in the Iron Hills where I also owned Dale, North Rhun, Erebor etc., a caravan stop will give you a few hundred extra gold per turn because the base trade (from metals) is already pretty strong.
    Why then does this seem unresonable? As we know a castle's primary function is military but that should'nt mean that castles in good postions of trades should not prosper economically. I don't know bout you'all but the game is suffieciently challenging for my without doing away with already hard to find resources for me...."The Player" Aint no scripted Pimp Daddy giving me no cash...

  6. #6
    Miles
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    Dec 2006
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    Default Re: Caravan stops...

    It's a balance concern more than anything.
    The caravan stop is the only kind of building which gives an exponential boost of this nature, and I think it would be better converted to a trade_base_income_bonus, similar to a market and all other trade upgrades, rather than a trade_level_bonus.

  7. #7
    Louis Lux's Avatar Into the Light
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    Default Re: Caravan stops...

    Paved roads does basically the same but there is also an increase in corruption. To keep your economy tight you have a lot of corruption in your settlements.

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