Also, perhaps more importantly, you are chronically ignoring that all my suggestions have included some mechanism to make disrupting other people's trade have severe consequences. Blocking/stealing someone else's trade should be a very major decision, one that you will have to pay for in some way.
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As I wrote earlier the disrupting of trade can be done indirectly via independents. And people are bound to find exploits, workarounds or cheats for avoiding the consequences. Also within multiplayer it would be totally clear for one human opponent to soak all the benefits of being trade friendly while his ally wrecks havoc on trade from enemies. Then the allies receive the benefits of both worlds and work towards a victory.
I've never played Dominions 3, so I've never experienced that. Being able to totally disguise your attacks or send neutral forces to do your bidding could definitely be interesting in moderation. In that case, even if you send such an attack against someone else's trade, if it occurs within your territory, it should have a big hit to your reputation for safe trade - after all, if you allow for a completely anonymous raiding force to disrupt someone's trade in your lands, that's a pretty poor voucher for safe trade.
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On that note I would see mages sneaking into enemy territories or perhaps allies walking into an allies territory and then disrupting trade via independents or magic. With this scenario any nation within the center of the map would have the highest trade activity and would be the easiest target for ruining his reputation. Such a trade system would be totally new and what I'm listing may not occur, but it's very possible other problems even larger will show up. If something this major exists then it should be an optional game setting not something everyone would be forced to accept when we know the traditional TBS trading has a solid working history.
"Limiting trade" is a pretty narrowminded take on the proposition we're making here. One of the effects of this suggestion is that trade would indeed be harder, and thus more limited (especially with distance), but that in no way reduces strategic options. If you want my opinion, it increases them. It means you have to think about the trade routes that are important to you, make relevant diplomatic decisions and maybe in drastic situations even go to war over it. It serves to form a pretty concrete connection between all the different players, connections with actual meaning and consequence. Trade will affect your strategic decisions and your decisions will affect your trade.
You're totally right about the problem if players A and B make a deal to trade commodity X for Y, and player A's shipment of X is raided, what happens? I'm not sure. I guess the players involved could decide no big deal and move on, or the next shipment of Y could be delayed until the next shipment of X gets through. The players could be presented with choices, or Stardock could choose one method. This I think is one of the bigger kinks that would have to be worked out. Backstabbing, on the other hand, I don't think is a problem. Backstabbing is fun
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There's less strategic options when there's fewer players where trading can occur. For example: If I can trade with anyone instantly once initial contact has been established I can bargain for more resources, structures, spells, etc., from this stand I will have more unique strategic options available to my nation. On the other side of the coin: I'm more limited to only trading with players nearby since long distance trades are not only more risky, but will take much longer to arrive. Heck having 1000 gold traveling in a caravan to a far away player(30+_Turns) will almost always be more useful when used for training and purchasing units who can actively be strengthening my nation. Not much human to human interaction if both players find themselves on opposite side of the map with lots of AI players in the middle.
Backstabbing can be fun, but not at the cost of finding a game exploit. For example... Let's say I agreed to trade with you 5 caravan shipments of magic swords for 5 caravan shipments of gold and you agreed. When in reality I made a secret deal with your enemy who sent me 2 caravans of horses so he could steal all the caravans within our trade and then use the resources to TILT the scales of your war with him. Sure his trade reputation may temporarily suffer, but he'll rebuild it while absorbing your crushed nation.
'3rd party merchants guild may not even exist much less it having a penalty for the losses of caravans from players,' no duh - that's why I suggested it... As a game mechanic that would go very well with meaningful trade routes. And human players might not care, but the game would care for them. If you disrupt all the trade going to that player stuck behind you, you're going to get much worse trade deals just to convince the merchants to enter your territory.
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As I wrote earlier two human players who are allied would be able to abuse this scenario as one would be the bad cop and one the good cop. Then the good cop sends the supplies bad cop needs to continue his havoc. I'm sure three allied players could even develop a more complex workaround.
Trading on caravans should only be an option where we can still enjoy the rest of the game without having to worry about encountering major problems/exploits and then waiting for one or more patches.
Seems like we're starting to reach something of an agreement You constant nudging is definitely what got me thinking about a 3rd party group involved in trade, and I think it's definitely an improvement on the idea.
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There's much less abuse, exploits and unfair backstabbing with a 3rd party merchant trading system. Each player could also pay and adjustable amount of gold to the 3rd party merchants guild for greater protection of the traveling goods. Wish we knew more details... currently the most recent update just says trading is done automatically which has me believe the traditional trading system will exist, but the next sentence talks about caravans yet this could be just referencing the previous overflow of goods from internal towns.
Well, I think roads are going to be mostly or entirely player-built. Which means even if trade caravans can only travel on roads, you would literally be able to create your own trade routes.
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Well the caravans on roads if used for trading between players bring many possible problems as well as many requests for improvements. Ideally I hope caravan trading exists as an option because a new trading system not done within any previous games will encounter abuses, bugs, exploits, etc., . As an optional trading system we can enjoy the other parts of the game while allowing the caravan trading system to evolve into a more stable and enjoyable method. As an option gamers can choose what provides them the most fun which may be caravan trading or traditional trading or perhaps having both active within the game.