Dear developers,
i have a suggestion, with the addition of hunger in the new system, and the minerals such as copper and iron; we are put into a decision on whether to build 1 concentrated base or seperate base (1 farm, other mine for manufacture).
I would like to have the ability to:
1. set trade between the two base. say, i have the farm that produce bread in the greenlands (near HN farms). but i have another base that mine iron and copper. I'd like to have the ability to automatically transfer a certain amount of those "bread" into the other base.
2. a notification icon. Sometimes when we go on an adventure with our combat party, we left the workers back at the camp with a few guards. I'd like to have a notification icon like in crusader kings 2 (ck2) or europa universalis 4 (eu4) or hearts of iron 4 (hoi4). doesnt have to be a popup, a simple icon that you can close at will would be nice, indicating if there's a trader in base A or B or C, if there's a travelling mercenaries looking for work in those base, etc.
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+ for later suggestion +
Trade routes between player bases and Notification Icon
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Berzerker Jay
- Posts: 482
- Joined: Mon Mar 21, 2016 10:47 pm
Good suggestions, but I'd advise separating them into different threads and naming the topic in such a way to help the development team reference the relevant thread.
You mentioned trading between bases first, so I'll assume this thread will focus on that idea.
I would add a few details such as how many of an item to load up on before a caravan is sent out, as well as what characters and/or pack animals are assigned to the caravan. My first thought is that this would best be accomplished by a new storage building, maybe something similar to the General Storage Boxes in appearance, that we can assign jobs to (representing who is on the caravan) and then these characters would go through the outpost gathering the desired trade goods, and when the quota is reached they load up pack animals followed by backpacks and then venture out.
Trade between our own outposts could be done through a drop-down menu, with the trade goods just being placed into whatever the most relevant storage is in the receiving outpost.
Trade with NPC's could be accomplished by having another option added to the right-click menu when the active character is flagged with a caravan job -- "Establish Trade" -- which would add the particular shopkeeper in along with our outposts to the other drop-down menu. So trade routes would have to be established manually first with NPC's, but after that they can be repeated automatically. On this I wonder if it might be better to have the trade route focus on the NPC, or on the outpost the NPC is in and then have the caravan sell to any available shopkeepers in that same outpost.
I like the idea, think it can really go somewhere if we flesh it out a bit.
You mentioned trading between bases first, so I'll assume this thread will focus on that idea.
I would add a few details such as how many of an item to load up on before a caravan is sent out, as well as what characters and/or pack animals are assigned to the caravan. My first thought is that this would best be accomplished by a new storage building, maybe something similar to the General Storage Boxes in appearance, that we can assign jobs to (representing who is on the caravan) and then these characters would go through the outpost gathering the desired trade goods, and when the quota is reached they load up pack animals followed by backpacks and then venture out.
Trade between our own outposts could be done through a drop-down menu, with the trade goods just being placed into whatever the most relevant storage is in the receiving outpost.
Trade with NPC's could be accomplished by having another option added to the right-click menu when the active character is flagged with a caravan job -- "Establish Trade" -- which would add the particular shopkeeper in along with our outposts to the other drop-down menu. So trade routes would have to be established manually first with NPC's, but after that they can be repeated automatically. On this I wonder if it might be better to have the trade route focus on the NPC, or on the outpost the NPC is in and then have the caravan sell to any available shopkeepers in that same outpost.
I like the idea, think it can really go somewhere if we flesh it out a bit.
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Berzerker Jay
- Posts: 482
- Joined: Mon Mar 21, 2016 10:47 pm
Come to think of it, for idea #2, you may or may not need a separate thread.
As a suggestion for title, I'd probably go for "Establishing Trade Routes (and more outpost notifications)" which should help the development team find the idea easy enough.
In this case, we'd just be adding more notifications to the list already there. A notification could be given also when a caravan is prepared to depart, and maybe we have to actually go to that designated storage building to "Embark on Trade Route" so that the caravan doesn't automatically set off when there might be a hostile patrol just outside the gates.
As a suggestion for title, I'd probably go for "Establishing Trade Routes (and more outpost notifications)" which should help the development team find the idea easy enough.
In this case, we'd just be adding more notifications to the list already there. A notification could be given also when a caravan is prepared to depart, and maybe we have to actually go to that designated storage building to "Embark on Trade Route" so that the caravan doesn't automatically set off when there might be a hostile patrol just outside the gates.
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