[Q] How EXACTLY do Trade Routes work?

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Corbeau
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[Q] How EXACTLY do Trade Routes work?

Post by Corbeau »

So, Math of Freeciv says:

- there is a revenue per turn with a formula
- there is a one-time bonus with a formula
- there are [trade] factors in game.ruleset

Questions:

1. Do ruleset factors (trade pct) apply to BOTH revenue and bonus?

2. There is an additional point in Math of Freeciv: "Bonus from a caravan, when it enter in a existent trade place". What exactly is an "existent trade place"? Is it a city that already has a maximum of trade routes so it will not generate revenue, but will give a one-time bonus, or is it something else?

3. "The number of trade routes per city is limited to four". Is it possible to change this number?
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Wahazar
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Re: [Q] How EXACTLY do Trade Routes work?

Post by Wahazar »

1. It depend on freeciv version, prior from 2.6 is it possible to remove one-time bonus upon arrival.
for example in my augmented2 ruleset I defined it in game.ruleset:

Code: Select all

settings =
  { "type",       "pct", "cancelling", "bonus"
    "National",   0,     "Cancel",     "None"
    "NationalIC", 25,     "Cancel",    "None"
    "IN",         50,   "Cancel",     "None"
    "INIC",       100,   "Cancel",     "None"
    "Ally",       25,   "Cancel",     "None"
    "AllyIC",     50,   "Cancel",     "None"
    "Enemy",      0,     "Cancel",     "None"
    "EnemyIC",    0,     "Cancel",     "None"
    "Team",       25,   "Cancel",     "None"
    "TeamIC",     50,   "Cancel",     "None"
  }
thus there is no arrival bonus, and trade income is not possible to enemy city or to own city on same continent.
In 2.5 there was not possible to define pct and bonus separately.

2. not sure, but maybe if new route is better than existing, new route would be established while old one cancelled, otherwise rejected?

3. yes, Max_Trade_Routes in effect.ruleset
Augmented2 ruleset/modpack for freeciv2.6: http://forum.freeciv.org/f/viewtopic.php?f=11&t=91047
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Corbeau
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Re: [Q] How EXACTLY do Trade Routes work?

Post by Corbeau »

1. So in 2.5 the pct is both for bonus and revenue? Just trying to confirm. And I'd rather remove the revenue and keep the bonus. But I guess the next version will be for 2.6 anyway so I'll live with this for now :)

3. Thanks.
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Wahazar
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Re: [Q] How EXACTLY do Trade Routes work?

Post by Wahazar »

Bonus is calculated using pct turn revenue, in 2. you can set both to zero, in 2.6 you can keep pct revenue while remove one-time bonus.
Not possible to opposite: get bonus and no pct revenue.
Augmented2 ruleset/modpack for freeciv2.6: http://forum.freeciv.org/f/viewtopic.php?f=11&t=91047
Ignatus
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Re: [Q] How EXACTLY do Trade Routes work?

Post by Ignatus »

But one could set max trade routes to 0, then with nonzero pct you get only bonus but no routes actually formed?
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Corbeau
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Re: [Q] How EXACTLY do Trade Routes work?

Post by Corbeau »

Ignatus wrote:But one could set max trade routes to 0, then with nonzero pct you get only bonus but no routes actually formed?
:o

For years they've been telling me this isn't possible! THANK YOU!
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* Freeciv LongTurn, a community of one-turn-per-day players and developers
* LongTurn Blog - information nexus with stuff and stuff and stuff
* Longturn Discord server; real-time chatting, discussing, quarrelling, trolling, gaslighting...
Wahazar
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Re: [Q] How EXACTLY do Trade Routes work?

Post by Wahazar »

Sounds good, but does it work?
Augmented2 ruleset/modpack for freeciv2.6: http://forum.freeciv.org/f/viewtopic.php?f=11&t=91047
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