Topic: Solution proposals for maritime shipping problems
Tibor |
Posted at:
2020-01-29, 21:38 UTC+1.0
I dont think this is a task of ships to match/swap/reorder wares. This might be task of productionsites that could in some period lookup for alternative/closer wares and require these and cancel request on ware that is on the way to the productionsite. Maybe somebody need to look at definition of "distance" (ware to a requestor) ![]() ![]() |
Solstice_s_Return![]() Topic Opener |
Posted at:
2020-01-29, 22:16 UTC+1.0
Maybe you're right, especially if it can't be done so that it doesn't waste shipping capacity and thus cripple the economy again. But if surplus goods are at least temporarily dispatched to the destination port, that shouldn't be a problem. ![]() ![]() |
king_of_nowhere![]() |
Posted at:
2020-01-30, 00:11 UTC+1.0
i already suggested that years ago, but it didn't got traction. ![]() ![]() |
Solstice_s_Return![]() Topic Opener |
Posted at:
2020-01-30, 08:34 UTC+1.0
Then maybe we need a poll about whether or not such a button is needed, along with discussion about reasons for the opinions. ![]() ![]() |
Tibor |
Posted at:
2020-01-30, 08:47 UTC+1.0
I would modify it as an possibility to set a list of allowed ports (for a ship), you can set just two of course. Of course corner cases might be:
So just be aware that this can lead to confusing situation, when some ports will be unattended and user will wonder why no ship ever sail them.... ![]() ![]() |
JanO![]() |
Posted at:
2020-01-30, 10:34 UTC+1.0
@ Tibor My idea of splitting economies aims at dividing n^x into n1^x+n2^x+... which should be smaller than n^x, even if there are some additional processes because the different economies have to communicate. If for my level1 + level2 approach the existing code is just copied and the part that sets the destination of a ware is changed is changed, your example of a destroyed warehouse should cause the same amount of trouble as a destroyed building site or a disconnected road (=the current workaround for the initial problem of this thread). I try to specify how I imaginated the necessary code-changes:
Speeding up ship transportation should be a side effect of this approach. It is just an idea and (for me) it is not a big deal if it is rejected for whatever reason except for one: If one rejects it because he/she does not understand me (technicallly). So I will not start big discussions here, I only answer questions if asked or give explanations if I think something is not clear. There still might be cornercases.
Edited:
2020-01-30, 10:34 UTC+1.0
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Tibor |
Posted at:
2020-01-30, 10:51 UTC+1.0
@JanO I dont think this is mater of "rejection", but other way round. It is matter of who would decide to commit to such huge effort - I estimate it 100 hours at least, but can be more than 500 hours... ![]() ![]() |
Nordfriese![]() |
Posted at:
2020-01-30, 20:12 UTC+1.0
How would you define sub-economies? If you have separate islands the case is clear, but consider the case that you have a long 512x64 map unconnected at the ends. The ends should be in different subeconomies of course, but there is no place on the map where a subeconomies-border would make sense. ![]() ![]() |
Solstice_s_Return![]() Topic Opener |
Posted at:
2020-01-30, 20:58 UTC+1.0
I would define them simply by whether there's traditional road connection between them or not. Areas connected with road must belong to the same economy. Inside an economic area there could be an extra button in harbor and warehouse that allows player to define a particular storage location as a major economic centre with just one click. Then from now on it will be favored over other storage locations (but not so much that roads get overloaded with goods) . By clicking that button in two or more storage buildings would make them equally important locations. ![]() ![]() |
Solstice_s_Return![]() Topic Opener |
Posted at:
2020-01-30, 21:15 UTC+1.0
To make it less confusing there should be graphical symbol in ships sail or flag or something which shows that the ship is using routes instead of an algorithm. There's still at least one other thing with such a list: In that case ports should also have names. Maybe player should have an ability to define them to make the list more easy to use. I guess that if a port disappears it will be almost the same as now. If a player erroneously define entire fleet to stay away from one of his ports, it would be his own problem. In this case I think more control to the player can't be wrong and players should not be protected from themselves that much. ![]() ![]() |