Age of Merchants - [Quenched]

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Postby Nc_Hunt3r on Wed Sep 19, 2007 4:31 pm

Thanks for the detailed response and i can see reasoning to both sides =)
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Postby yeti_c on Thu Sep 20, 2007 3:16 am

The problem with this is that - although I partially agree that markets could be neutral for 1v1... but they need to stay non-neutral for any more than 2...

This is impossible with the current system so therefore the majority prevails... and the markets stay open and not neutral.

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Colato gives out strange bonuses

Postby Danram on Mon Sep 24, 2007 12:30 pm

I was looking in the forum, but i can´t find an answer to this.

In one game - http://www.conquerclub.com/game.php?game=894104 - first red held colato, but green fort hope. Even though, in one occasion, red got the market bonus (plants). Now green got colato and all the way to puerto rico, but still won´t get bonuses for goods (clothes+puerto esperanza).

What must happen so that colato has bonuses?

Thanks for any answer.

bye.
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Re: Colato gives out strange bonuses

Postby DiM on Mon Sep 24, 2007 12:58 pm

Danram wrote:I was looking in the forum, but i can´t find an answer to this.

In one game - http://www.conquerclub.com/game.php?game=894104 - first red held colato, but green fort hope. Even though, in one occasion, red got the market bonus (plants). Now green got colato and all the way to puerto rico, but still won´t get bonuses for goods (clothes+puerto esperanza).

What must happen so that colato has bonuses?

Thanks for any answer.

bye.


in order to get the bonus for transporting the resources to a foreign market you need to own the resource pair, the market and 2 ports. 1 on the resource continent and 1 on the market continent.

in your case you have the hat and clothes resource and you have the colato market. now you need 2 ports to connect them. one on your resource continent you have puerto esperanza and you need one more port on the continent that has colato.
if you look at each land mass they have a thin colored border representing the continent they belong to. colato is in the red continent along with all the center islands. so you need to get puerto tranquillo or puerto modesto in order to get the colato bonus.
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thanks

Postby Danram on Tue Sep 25, 2007 1:36 pm

thank you for your fast reply. Now it makes perfect sense.
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Re: thanks

Postby DiM on Tue Sep 25, 2007 1:39 pm

Danram wrote:thank you for your fast reply. Now it makes perfect sense.


you're welcome mate. i see you have a good chance at winning that game. good luck.
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Postby DiM on Tue Oct 09, 2007 6:11 pm

i like the stats marval presented for Benelux so i copied the idea :P

Age of Merchants stats:

Total number of games so far started up on the Age of Merchants map: 72 x 100 = 7200*


Summary:
    Active: 3 x 100 = 300
    Finished: 70 x 100 = 7000
    Waiting for players: 1 x 100 = 100
Extended:

Number of Players:
    2 players: 44 x 100 = 4400
    3 players: 7 x 100 = 700
    4 players: 10 x 100 = 1000
    5 players: 3 x 100 = 300
    6 players: 10 x 100 = 1000
Game Type:
    Standard: 61 x 100 = 6100
    Terminator: 4 x 100 = 400
    Assassin: 1 x 100 = 100
    Doubles: 6 x 100 = 600
    Triples: 2 x 100 = 200
Play Order:
    Freestyle: 16 x 100= 1600
    Sequential: 56 x 100= 5600
Bonus Cards:
    Escalating: 22 x 100 = 2200
    Flat Rate: 24 x 100 = 2400
    No Cards: 27 x 100 = 2700
Fortifications:
    Chained: 20 x 100 = 2000
    Adjacent: 15 x 100 = 1500
    Unlimited: 37 x 100 = 3700
Joinability:
    Public: 66 x 100 = 6600
    Private: 5 x 100 = 500
    Tournament: 3 x 100 = 300
Round Length:
    Casual (24 hours): 68 x 100 = 6800
    Speed (5 minutes): 5 x 100 = 500
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Last edited by DiM on Tue Oct 09, 2007 6:51 pm, edited 2 times in total.
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Postby Gilligan on Tue Oct 09, 2007 6:29 pm

Your map is in my 4 Man Madness tournament.
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Postby DiM on Tue Oct 09, 2007 6:50 pm

Gilligan wrote:Your map is in my 4 Man Madness tournament.


thanks. edited above
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Postby Redwood on Thu Oct 11, 2007 11:03 pm

Two small questions. I understand why two ports connect for the market bonus. Now, I ask, why don't docks connect. Also, do you need to own all the territory between the market and the port?

Besides these questions, good map with an interesting concept, I like it.
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Postby Aerial Attack on Thu Oct 11, 2007 11:19 pm

Redwood wrote:Two small questions. I understand why two ports connect for the market bonus. Now, I ask, why don't docks connect. Also, do you need to own all the territory between the market and the port?

Besides these questions, good map with an interesting concept, I like it.


I'm not the map creator, so my assumptions could be wrong. But, here is my take:

Port to Port. Ports are assumed to be large enough for a ship to come in and do commerce. Once on land, the goods manage to find a way to market (an escort is sent with the goods) - regardless of who owns the lands in between. It's not strictly a money for goods exchange. Otherwise, as long as you owned the Port on the Resource Pair side and either a Port or Dock on the Market side - it might work.

Dock to Dock is more for sending your men across on a row boat of sorts (you can't really fit all your goods on the row boat & men to protect those goods & men to protect the boat). Obviously ships have row boats aboard, but they never leave them ashore for long or unprotected. Who would protect the row boat whilst the men and goods traveled to and from the Dock to Market?
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Postby DiM on Fri Oct 12, 2007 8:49 am

Redwood wrote:Two small questions. I understand why two ports connect for the market bonus. Now, I ask, why don't docks connect. Also, do you need to own all the territory between the market and the port?

Besides these questions, good map with an interesting concept, I like it.


ports are big enough for galleons to travel between them and do trading as well as attacking.

docks are too small to do trading but they provide a good landing spot for attacking.
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Postby yeti_c on Fri Oct 12, 2007 8:55 am

Aerial Attack wrote:
Redwood wrote:Two small questions. I understand why two ports connect for the market bonus. Now, I ask, why don't docks connect. Also, do you need to own all the territory between the market and the port?

Besides these questions, good map with an interesting concept, I like it.


I'm not the map creator, so my assumptions could be wrong. But, here is my take:

Port to Port. Ports are assumed to be large enough for a ship to come in and do commerce. Once on land, the goods manage to find a way to market (an escort is sent with the goods) - regardless of who owns the lands in between. It's not strictly a money for goods exchange. Otherwise, as long as you owned the Port on the Resource Pair side and either a Port or Dock on the Market side - it might work.

Dock to Dock is more for sending your men across on a row boat of sorts (you can't really fit all your goods on the row boat & men to protect those goods & men to protect the boat). Obviously ships have row boats aboard, but they never leave them ashore for long or unprotected. Who would protect the row boat whilst the men and goods traveled to and from the Dock to Market?


I like this explanation the best!!!

C.
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Postby DiM on Fri Oct 12, 2007 9:05 am

yeti_c wrote:
Aerial Attack wrote:
Redwood wrote:Two small questions. I understand why two ports connect for the market bonus. Now, I ask, why don't docks connect. Also, do you need to own all the territory between the market and the port?

Besides these questions, good map with an interesting concept, I like it.


I'm not the map creator, so my assumptions could be wrong. But, here is my take:

Port to Port. Ports are assumed to be large enough for a ship to come in and do commerce. Once on land, the goods manage to find a way to market (an escort is sent with the goods) - regardless of who owns the lands in between. It's not strictly a money for goods exchange. Otherwise, as long as you owned the Port on the Resource Pair side and either a Port or Dock on the Market side - it might work.

Dock to Dock is more for sending your men across on a row boat of sorts (you can't really fit all your goods on the row boat & men to protect those goods & men to protect the boat). Obviously ships have row boats aboard, but they never leave them ashore for long or unprotected. Who would protect the row boat whilst the men and goods traveled to and from the Dock to Market?


I like this explanation the best!!!

C.

me too. it has flavor :D
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Postby Night Strike on Tue Dec 04, 2007 5:08 pm

DiM and yeti_c, is there a way to reformat the XML?? I don't know exactly how overrides and such work, but couldn't those be implemented to remove all those negative bonuses that are showing in the BOB menu. It would make the whole thing load faster. Since the change wouldn't affect anything in gameplay, would it be allowed?
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