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Aren't Caravans Supposed to Produce Gold?

Aren't Caravans Supposed to Produce Gold?

I've tried to point this out and ask if this is a problem before.  I don't know if the devs are aware but caravans only produce a food boost and I was wondering if this was the way they meant it.  During the betas caravans could produce a boost for any resource the city was producing, be it gold, food, metal, or materials and I think thats the way it should be.  Caravans need to provide a boost to all resource production to better simulate the benefits of trade.  Providing a boost to only food is a bit arbitrary, it should boost all resources or provide some other benefit.  It should be an easy fix if it's a bug.

33,572 views 35 replies
Reply #26 Top

It'd be nice if caravans produced 2 things.

1st: Gold. Always.

2nd: One of the resources being produced in one of the two cities. Or even better, one of the resources made by the TARGET city. That way, if you trade with a friendly city that produces, say, horses, and you don't have any, you could get them that way.

Reply #27 Top

real cities don't typically produce food in real life, they may process food for shipping and what not but they do not have the food production capacity to support there residents. Food comes from the country side ie farms ranches orchards etc. so for a caravan to leave  a city without food and arrive at another city with food, I would assume it was gathered along the way by trading with the people that don't live in the city...  maybe that is why there is no extra iron, gold, or materials, gotta have some thing to trade for all that extra food from the poor peasant folk who live in the boonies :grin:     that's how i've explained it to myself anyway, would be nice to see them do more, guess we'll see in the next patch or two.

 

Quoting Ahroo, reply 13

Quoting BLoads, reply 4They produce food because the farmer driving it has to stop and shoot buffalo, even though he can only carry 200lbs of it back to his wagon.  Mary and Todd have cholera.

I feel old for being the only one that gets it.

 

I felt the same way when I read that, I see a few others get it

Reply #30 Top

Quoting arentol, reply 25
If you are looking for real world logic to apply to a game like this then you need a new hobby

I disagree with the idea that fastasy themed games and movies don't have to be believable/logical. I think people use that as a crutch to skirt the poor design/writing decisions in said games and movies.

Again the idea that just because it's a made up fantasy game, that it can be completely incoherent nonsense is ludicrous (I am not saying that elemental is incoherent nonsense, just making a point btw...).

Also, the post made by BLoads had me rolling... I have never played Oregon Trail but I know enough about it that I still got the joke.

Reply #31 Top

Quoting Nack210, reply 26
It'd be nice if caravans produced 2 things.

1st: Gold. Always.

2nd: One of the resources being produced in one of the two cities. Or even better, one of the resources made by the TARGET city. That way, if you trade with a friendly city that produces, say, horses, and you don't have any, you could get them that way.

 

this. exactly.

Reply #33 Top

Quoting BLoads, reply 4
They produce food because the farmer driving it has to stop and shoot buffalo, even though he can only carry 200lbs of it back to his wagon.  Mary and Todd have cholera.

The good old Oregon Trail! though I only play the PC version (think it was version 2)

 

TBH really Caravans should produce a global resource boost in the cities they visit IMO, that right boost everything including Tech production.

Reply #35 Top

Quoting Tempestwrath, reply 8
I think the logic behind caravans and food is...

I hate to say it, but I don't think there is any logic behind caravans yet.  I think they intended it to support trading actual resource types that the cities produced but they never got to it.  Instead we get this.  I have every confidence that we'll see this improved though.  As it is now caravans make roads and that's a good thing.