This is how it currently looks like:
(1 - 'treasure' icon above market; 2 - carried goods; 3 - goods selection interface; 4 - garrisoned traders)
When you have trader selected and hover cursor above market, there is 'treasure' icon displayed.
When you right-click on market it set as first trading market without any feedback for user.
When you right-click on another market it set as second trading market and trade starts.
Trader move to first market and then with resources move to second market and then back to first market again...
Resource to generate can be selected in interface (see '3' on screenshot) separately for each trader.
Amount of resources generated (called 'gain' in code) depends on distance between markets (ordinary Euclidean distance, not pathfound one, because it is more reliable and simple):
gain = k * distance2,
where k - coefficient, used to adjust gain value to something adequate from playability point of view.
Squad of distance used to encourage trading between remove markets, rather than simpler and safer trading between near markets.
Trade possible with both your and ally markets. When markets belongs to different players (both to you/ally or to ally/different ally) then 'international trading extras' added to gain, currently it is 50% more gain.
Ground traders can trade with both markets and docks, trading ships - only with docks.
Basically trading ship generate the same amount of resources as ground trader, but for each trader garrisoned inside there is 20% more gain generated (gain = gain * (100 + 20 * <number of garrisoned traders>) / 100, to be more precise).
'International trading extras' and 'garrisoned traders extras' affect each other, i.e.
gain = gain * ((100 + <garrisoned traders extras>) / 100) * ((100 + <international trading extras>) / 100)
rather than
gain = gain * (100 + <garrisoned traders extras> + <international trading extras>) / 100
so if you have markets of different players and 10 traders garrisoned you will get ((100 + 20 * 10) / 100) * ((100 + 50) / 100) = 4.5 (i.e 450% of gain) rather than (100 + 20 * 10 + 50) / 100 = 3.5 (350% of gain).
Some comments about design document:
design doc said:
design doc said:
<Actions>
<Trade>
<Speed>5</Speed>
<Waypoint>Market</Waypoint>
<Resource>
<Food />
<Wood />
<Stone />
<Ore />
</Resource>
</Trade>
</Actions>
<Trader/>I don't see reason to disable some goods (resources) for specified traders. But this can be easily implemented if we need.
The same with waypoint - currently ground trading possible with entities with 'Market' class and water trading with entities with 'SeaMarket' class.
As I wrote above, gain calculated depending on distance rather than on travel time, which is easier.
I want to add some argument equivalent to speed to be able make specific traders more effective. Also when we will have technologies they can be able to change this value.
design doc said:
A Merchantman vessel must carry at least one Trader. Without Traders aboard, it will not have the ability to trade. The more Traders it carries, the greater the yield from trade.
design doc said:
Raiding undefended international or domestic trade units can be lucrative, since destroying a Trader (on land or water) will transfer any resource points he was carrying into the player's Resource Pool.
design doc said:
I will attach first version of patch to ticked later today or maybe tomorrow.
Edit: Forgot to wrote: I also want to add some tooltips like "Set as first trading market", "Set as second trading market. Gain: 30 metal.", but I'm not sure where they should be displayed, I don't like to encumber display showing tooltip near cursor, but on the other hand tooltip can looks strange if I will try to display it in some corner - I like how they displayed in AOM in left bottom corner above panel, but this will not work with our centered panel layout.













