Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
This is a trade game, trade routes should not be something that is in such an underwhelming conditions after years of development. I get the game had a terrible start, but I'd expect some feedback like "we aknowledge this as a severe issue and its one of our priorities we are now working on". Everything else would be just unacceptable insult in the face.
Manual routes should at least have the option to tell "take 20 X" or "stock up to 20 X", which would remove need of duplicating stopps. It would be nice if there would be a tick to only run a stop, if the storage conditions accepts the wares intended for the "drop". It would be nice if you could switch between how much at least should be droppable (25, 50, 75 or 100% accepted = run, else skip).
This would still be a barebone and would require some "thinking" (changing stock while transport otw for example ala race-condition with multiple suppliers, or the skip mechanic with more than 1 stop), but it would give the system at least some use. Would probably bring it from 1 to a 2 or 3. Not for casual player to be happy about, but someone who puts thought into it doable.
The problem currently is, even with creativity you simply can't make something work stable and control overflows, because the system is just an empty shell of nothing.
- Croft
- Mill
- Croft: LOAD (contrary to pickup) (=max) 20x wheat, 20x barley
- Mill: UNLOAD 20x wheat, 20x barley (run if accepts at least 50% of one of the resources)
If you have a "collect" run with multiple businesses, you pick "PICK" instead of "LOAD" for the quantity. Or you might aswell want to keep it load, so that on the way you have properly balanced resources.
Now for dropping at the target, no matter to which bussiness the transporter belongs, it should consider the either the "max" or the "min" at least. So the target is not overflown. Min actually for pickup, max for dropping. If I'm right, it works for the business the transporter it belongs to, but not when the target is not owning the transporter. This is the part I'm currently testing. If that is the case now for both imploying and non employing businesses ignore this part.
Okay nice, it seems to be considered what is max/min also of other businesses.
thank you for your feedback. To be honest I am a bit lost:
What is a "decent" 5?
Why do you think it is necessary to add duplicate stops?
I like your idea of using the load as a "fill up to" rather than a "take no matter what", which is the current rule. Will propose this to the team tomorrow.
We do not claim that this is either the best solution nor the final state of the system. As you might have noticed, we are currently working on delivering the interiors, which is something that has been violently requested by the community for years. And despite what some people claim, it was neither easy, nor a fast thing to deliver, but the impact on the gameplay is debatable.
However, I think for a trade game trade routes system that works or at least allows solve basic situation should be as important. I'v observed how people play the game at least on yt and they usually don't even try the routes, I guess because they failed using them (and yes, maybe they don't know their existence aswell). I think hence you might hear less of it. People who refunded might have encoutered an issue there. Its a big hole currently in the game imo.
Regarding your question about duplicates:
I need to add duplicate stops as explain for the transport to drop and pick up wares again, if the loadout is mixed. otherwise when I want 20x A and 20x B and the target can't accept 20x A, but 20x B it will lead to transport picking up another 20x A and filling the second slots, not being able to pick 20x B anymore. I currently solve it, by prepending a drop 20x A and 20x B before pick up 20x A and 20x B at the same business.
From personal rating how well this works for a trade simulation between 1 and 10 (perfect) at which 5 would be a "normal" and anything about it would be QOL appreciated but maybe to complex and tricky. Things I would have understood if they were not available. Going under 5 is missing fundamentals that are just not excusable. So moving from a 1 to 2-3 would already be a good way to satisfaction even if not perfect ;P. Especially if it does not involve complicated things. The optimal realistic goal would be a 5, everything above it is welcomed but not expected. It was just a subjective way of describing the expectation for a trade simulation game.
I understand when there are many things that need time to make, the more you push a soltuion to 100% perfect. However, when you are somwhere around 5%, even increasing it to 20 or 30% is often cheap. Hence I oftentimes don't understand, why trivial things are just ignored, when they are so important for the genre of the game.
If you focus on a thing to push it high, you ignore 10 things that are at rock bottom, its imo not strategically clever. As any company you need money to continue operate, getting such low quality parts that are one of major points of the game to some minimum level for cheap/ with low effort, later evtl. pushing it a bit further will yield better results for you imo.