How do u cancel a merchant resource transport

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Expand view Topic review: How do u cancel a merchant resource transport

Post by L Dubya 3 » Sat Mar 10, 2012 8:46 am

Thank you very much. That was it.

Post by Kaleel » Fri Mar 09, 2012 11:33 pm

@L Dubya 3: Merchants are created as you upgrade your Market. Perhaps you cannot see your merchant because you have used him in an offer that you created. The number of offers and amount of resources that you can trade/send at any given time are determined by how many merchants you have available. And once you've made a trade offer, even if it hasn't been accepted, the merchant is allocated for that offer. To free him up, you have to delete your unaccepted trade offer.

EXAMPLE: Assuming that a Lvl 10 Market gives me 10x merchants.

If I create a trade offer of giving 1,000x clay in order to receive 1,000x lumber, and I create 3x instances of that to put out in the open market, then I've just used up 3x of my merchants. Even if my trade offer hasn't been accepted -- the fact that it exists is what is using up my merchants. So my amount of free merchants at this time will be 7/10. I can use those 7 to create 7x more trade offers (or 1x trade offer that gives 7,000x clay for 7,000x iron).

Also note that every merchant can only carry up to 1,000x units of a given resource, so if you create an trade offer that gives 5,000x clay in exchange for 10,000x iron, then you will have to allocate 10x merchants. This means that when someone accepts that trade offer, you'll be sending 10x merchants w/ 5,000x clay to the acceptor, and you'll receive 10,000x iron in return (which your 10x merchants will carry back).

Hope this helps,
-Kaleel

Post by L Dubya 3 » Fri Mar 09, 2012 6:55 pm

How do I make a merchant? It says I have 0/1. I had no upgrades in progress and it still showed no merchants. Currently my market is lvl 1.

Of all the changes to the merchants, how about transit time?

Post by Kaleel » Fri Mar 02, 2012 7:44 pm

Of all the changes that we could implement in a merchant direct resource send, why not display the transit time up front before you click the approve/cancel button? It irks me that I am being asked to commit/cancel a direct send when I don't know how long it will take. And there's no real way for me to judge the time, either. How fast does a merchant travel? Slower than a scout, but faster than a knight? The same speed as a guardian?

It can't be that hard to modify the "Sending Details" page to reflect an estimated march time:




..... <BACK] .............................. SENDING DETAILS .......................... {current date/time} ..... [?]

Sending resources

TARGET: ...........................................{City Name} {City Coordinates and Region} ................. [>]

SENDING: ..................................... [Lumber icon] {xxx} ..... [Clay icon] {xxx} ..... [Iron icon] {xxx}

ESTIMATED TRAVEL TIME: ......................................... {XX HRS XX MIN XX SEC}

ESTIMATED ARRIVAL TIME: ........................................ {XX:XX:XX VT}

ESTIMATED RETURN TIME: ......................................... {XX:XX:XX VT}

Post by Asplundh » Fri Mar 02, 2012 6:16 pm

I've sent resources (usually no more than a few thousand) to a barb or non-aligned city. I just mount up what I need to go get them back as soon as I'm notified they've been delivered. Do this a few times, tie up mounted units for a while, and you very quickly learn not to kick the destination coordinate numbers!

Post by Mr. O » Tue Jan 10, 2012 8:01 am

Stark Bledfast wrote:If you deal directly then, in my opinion, you should be open to being double crossed.


I stand corrected.
I would concede that this is a very good point (along with the entirety of the rest of the post).

Post by Valorgamer » Tue Jan 10, 2012 7:15 am

Well said stark I actually agree with u 100% even if I was literally lmao all the way thru u may have introduced playmesh's next game, Trade Wars. Pmsl

Post by Goldnagger » Tue Jan 10, 2012 3:55 am

What did we learn today?.... Use your merchants wisely

Post by Stark Bledfast » Mon Jan 09, 2012 11:06 am

Mr. O wrote:An act of war, is an act of war. Just because you pull back troops doesn't mean you are friendly.


And an act of trade is an act of trade. Just because you pull back merchants doesn't mean you are reneging.

There are a number of legitimate reasons to recall merchants.

* Renegotiating the trade (be it first or third person. "I spoke with Guild A's leader, and you need to send 30k of each resource to city Y because of your attack." <on its way> "Wait, because of new information, it seems you sent your troops when the city was a barb city, they took it and your forces couldn't be recalled. So you don't owe them anything." <woops>)
* Needing resources elsewhere more immediately - You sent 100k lumber off to city B which used up all of your merchants. Now city C was just attacked and its resources are gone. It needs support units (which can be sent) and resources, but your merchants are in the middle of their trip out. You could save much time by recalling them.
* Correcting that screw up. Yes, you check to make sure your resources are going to the right place. That's great. But mistakes can and do happen. Sometimes you send it to the wrong city that you own. It can happen. Would be nice to redirect or recall.
* Sending resources to a city that you owned, but that has been conquered prior to the merchants arriving. Nothing like supplying your new enemy with resources. [Note: I have no idea if this works or not as I have yet to have a city captured by an enemy that I had resources en route to. I assume it would happen though. And yeah, that amuses me, but it's a reason for recalling merchants :) ).

All that being said, I find equally appealing the idea of being able to play the fun game of "screw your neighbor." Arrange an exchange of goods. He sends you 100k of iron and you send him 100k of lumber. Then he shuts down and leaves to play ball for an hour or two. You then recall your merchants. He's ****ed when he returns. Bummer! Guild diplomacy time or might makes right.

As well, this is the reason (in my opinion) for the market: if you don't want to risk another player reneging on a deal then trade resources on the open market. It is slower and opens things up to competition, but has the safeguards in place. If you deal directly then, in my opinion, you should be open to being double crossed.

If you still disagree that's fine. It's not a huge thing. But I think that allowing merchants to be recalled is not a game changer by any stretch. And it opens up some interesting possibilities. I would probably advocate the same restriction that is on troops; 15 minutes to recall else they are too far gone to be recalled. But otherwise... let people have fun ticking off their neighbors. :D

Post by Mr. O » Mon Jan 09, 2012 8:00 am

Stark Bledfast wrote:Why, then, are we allowed to cancel a troop command within 15 minutes of it being sent?


An act of war, is an act of war. Just because you pull back troops doesn't mean you are friendly.

That having been said, IMO, i still fail to see why you would need to cancel a resource trade. I understand that you disagree, which is cool, i just dont see why you would need to. I dont load up 100k of a resource and send it off to another city without double checking its going to the right place.

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