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[gameplay] Improve market techs
Needs ReviewPublic

Authored by borg- on Thu, Jan 14, 3:43 AM.

Details

Reviewers
Nescio
Group Reviewers
Balancing
Summary

What the patch proposes is to "clean up" the technologies by mixing armor/speed techonology in one, replacing armor for health.
Suitable icons to better differentiate.
Increased cost and effect.

Test Plan

Check that it is working properly.
Check omissions.

Diff Detail

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Event Timeline

borg- created this revision.Thu, Jan 14, 3:43 AM
borg- requested review of this revision.Thu, Jan 14, 3:43 AM
borg- updated this revision to Diff 15283.
borg- edited the summary of this revision. (Show Details)
Nescio requested changes to this revision.Thu, Jan 14, 10:52 AM

The technology that has the largest effect on your income is the +25% movement speed increase, both with and without this patch.
Deprecating or merging the trade_convoys_speed.json and trade_convoys_armor.json is fine by me. The rest of the patch is not.

Two identical commercial gain technologies and an additional commercial gain technology for international routes, which in theory is basically the same thing.

You're mistaken, it's not the same thing. An increase in international bonus means that not only does it increase your gain when trading with markets and docks of other players, it also increase the gain of other players when trading with your markets and docks. It's a nice concept and allows for more interesting and cooperative gameplay. For comparison, the cart dock and market have a +0.1 international bonus as well.

What the patch proposes is to "clean up" the technologies by mixing the 3 commercial gain techonlogies in just one.

Gather technologies researched at the storehouse and farmstead have identical modifications, yet it makes sense to have one for each phase. I'd say the same applies to trade gain technologies.

This revision now requires changes to proceed.Thu, Jan 14, 10:52 AM
borg- added a comment.EditedThu, Jan 14, 2:51 PM

How about move the commercial gain tech to town and keep the international gain techonology superseding commercial gain for city phase?

What's wrong with having two trade gain technologies? The storehouse technologies are fine, aren't they?
If some market has to go, I'd say deprecate trade_convoys_speed. I don't really care about trade_convoys_armor either.
And if you want to simply have fewer similar technologies, have a look at the healer technologies at the temple.

borg- added a comment.Thu, Jan 14, 4:33 PM

I can agree to keep two techs for commercial gain, but I see no reason to keep tech for international gain, it seems to me repeated. my intention is to clean and add new technologies soon.
the same will apply to temple technologies.

Stan added a subscriber: Stan.Thu, Jan 14, 4:38 PM

I could also suggest to have I II III on tech icons if they feel identical?

I can agree to keep two techs for commercial gain, but I see no reason to keep tech for international gain, it seems to me repeated.

It's fundamentally different. If you're only trading with yourself, it won't help you at all (which is my it is so cheap), but if you have allies, both you and them benefit. It may be a bit more difficult to understand, but it encourages cooperation, therefore I'd really like it to stay.

I could also suggest to have I II III on tech icons if they feel identical?

Please do that for the gather technologies!

borg- added a comment.Thu, Jan 14, 4:51 PM

I can agree to keep two techs for commercial gain, but I see no reason to keep tech for international gain, it seems to me repeated.

It's fundamentally different. If you're only trading with yourself, it won't help you at all (which is my it is so cheap), but if you have allies, both you and them benefit. It may be a bit more difficult to understand, but it encourages cooperation, therefore I'd really like it to stay.

Ah ok, now i understand, tnx

borg- updated this revision to Diff 15311.Thu, Jan 14, 11:42 PM
borg- edited the summary of this revision. (Show Details)

Keep teatry e comercial gain 1/2 by @Nescio.

wraitii added a subscriber: wraitii.EditedFri, Jan 15, 10:38 AM

What's the reason to bump the city-phase tech even more? 20% trade increase is substantial, and we had Diffs in the past to avoid the 'snowball' effect from going to City Phase.

Previously: 1.1^3=1.331, i.e. a 33% increase.
Patch: 1.15^3=1.521, i.e. a 52% increase.
I'm fine with increasing the trade gain technologies from +10% to +15%, but please remove the +25% movement speed bonus to compensate, and keep the trade_commercial_treaty.json unchanged.

borg- updated this revision to Diff 15363.Sat, Jan 16, 1:58 AM

Changes by @Nescio

wraitii added inline comments.Sat, Jan 16, 4:29 PM
binaries/data/mods/public/simulation/data/technologies/trade_gain_02.json
15

I still don't really get why this is 20% and not 15% like the first one, or even 10% if we want to make it less of a no-brainer.

Nescio added inline comments.Sat, Jan 16, 5:55 PM
binaries/data/mods/public/simulation/data/technologies/trade_convoys_speed_health.json
14

Please remove this.

binaries/data/mods/public/simulation/data/technologies/trade_gain_02.json
15

Yes, I agree, don't increase it 20%.
It's fine for city phase technologies to be more expensive (e.g. 50%) without being more effective.