Idea: How to kill market storing forever.
- bjornredtail
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I've got it! I've come up with a way to kill market storing forever. It's so simple... Simply keep the troops/goods that are for sale in the general stores of the warband selling them. So, until the sale is completed the troops are still on duty, and the food is still in the (destroyable/captureable) stores. When the sale is completed, transfer goods and cash. Only catch is to eliminate listings that the seller can no longer fulfill.
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- Ruddertail
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Ladies and Gentlemen! Children of all ages! We already have a cure for market storing. To the best of my knowledge, it is being implemented as we speak, and will be on WoA within a few days.
If, once you have tested it out, you find it less than optimum, we will consider suggestions. Until then, well, you might as well save your time, in case part of the suggestion as already been implemented, or rejected.
If, once you have tested it out, you find it less than optimum, we will consider suggestions. Until then, well, you might as well save your time, in case part of the suggestion as already been implemented, or rejected.
Empires:
WOA: Attila the Hun(#13)
BFR: ?
Founder and Leader of Hungry Huns (HH)
WOA: Attila the Hun(#13)
BFR: ?
Founder and Leader of Hungry Huns (HH)
- bjornredtail
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- Ruddertail
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Certainly. It's posted by Devari in the development section, though I made a few alterations (dropped sack adjustment) in asking for implementation. You're free to read it - it's alternative title (the one I remember) is "Post-Marketism".
Empires:
WOA: Attila the Hun(#13)
BFR: ?
Founder and Leader of Hungry Huns (HH)
WOA: Attila the Hun(#13)
BFR: ?
Founder and Leader of Hungry Huns (HH)
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This is at the heart of the economic proposals I made.bjornredtail wrote: I've got it! I've come up with a way to kill market storing forever. It's so simple... Simply keep the troops/goods that are for sale in the general stores of the warband selling them. So, until the sale is completed the troops are still on duty, and the food is still in the (destroyable/captureable) stores. When the sale is completed, transfer goods and cash. Only catch is to eliminate listings that the seller can no longer fulfill.
:wq
- bjornredtail
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Not really... Simply run a check with the turns and remove bad listings. Then put code to double-check the presence of goods and cash at transaction time, halting any bad transaction.
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"Program testing can be used to show the presence of bugs, but never to show their absence!"-Edsger W. Dijkstra
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- bjornredtail
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- Ruddertail
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Because you'd have no other army*, and need to sell the attacking army to support yourself.
*You may have some other army, but the vast majority of your troops, say, 60% -75%, will be of one troop type, and the rest will probably be a second troop type.
*You may have some other army, but the vast majority of your troops, say, 60% -75%, will be of one troop type, and the rest will probably be a second troop type.
Empires:
WOA: Attila the Hun(#13)
BFR: ?
Founder and Leader of Hungry Huns (HH)
WOA: Attila the Hun(#13)
BFR: ?
Founder and Leader of Hungry Huns (HH)
I have large amounts of all 4 troop types on the market at any given time. If they stayed on my account, someone could grab the ones i was using if i wasnt carefulbjornredtail wrote: Only question: Why would you be selling your attacking army?
not that that is a bad thing, i really like the idea :*laughs*: i just found it funny
and yes, I often sell my attacking army halfway through a run to supply the cash needed to mass away my turns
Phillip says:
Tell me more about your Undefined
- bjornredtail
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You folks could have just told me 90% penalty for withdrawing troops and allow change of price... What is this, a concerted effort to keep me in the dark on these things?
I still think this idea is cleaner, simpler, easier to understand. The 90% withdraw penalty can still be avoided if you have two empires working in consort to move troops around. They can keep troops in storage, and when the time comes round, reduce the price to allow the partner to buy them, then the partner resells them back to the original person. The first person uses the troops in the attack run, then puts them back on the market. Thus, you still have magic market storage, just in a somewhat more annoying fashion.
I still think this idea is cleaner, simpler, easier to understand. The 90% withdraw penalty can still be avoided if you have two empires working in consort to move troops around. They can keep troops in storage, and when the time comes round, reduce the price to allow the partner to buy them, then the partner resells them back to the original person. The first person uses the troops in the attack run, then puts them back on the market. Thus, you still have magic market storage, just in a somewhat more annoying fashion.
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"Program testing can be used to show the presence of bugs, but never to show their absence!"-Edsger W. Dijkstra
Warbands Admin
"Program testing can be used to show the presence of bugs, but never to show their absence!"-Edsger W. Dijkstra
Your idea makes Indys incapable of dodging upkeep in any way, other than BMing what they make, which completely defeats the purpose.
Dralfith: OH MY GOD
Dralfith: THIS IS TOO MUCH
Dralfith: (Profanity is a sign of Maturity)
Dralfith: WHY DID WE DO THIS?!
Acid Soulxx: I DON'T KNOW, WE MIGHT BE GLUTTONS FOR PUNISHMENT.
- Ruddertail
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