(Suggestion) Caravan Attacks!

Research-

Caravan Reinforced: Now when caravans are attacked it will take 3 seasons for them to engage battle. You have the option to save the caravan,

Caravans should also increase there usefulness if they maintain the same route or if they are veterans of trade. This will make you want to save a caravan all that much more.

 

Other.

Caravan Stallions:Increased

Caravan Increased Cargo: Increase money

Caravan Market: Now offers +1 to all your existing resources.

 

I'm not a huge fan of trade but when I keep getting messages of my caravan being destroyed well.. its annouying =P

Another option would be instead of Outlaws or Bandits type units destroying the caravan it robs them, which will resort in you losing money. Destroyed Caravans should leave a broken caravan marker there for champions/sov to pick up. 

 

(I have more ideas on this)

4,067 views 6 replies
Reply #1 Top

Would prefer for caravans to be robbed rather than destroyed. Robbing caravan nets a random amount of gold, disables caravan benefit for three seasons, can only be done once every three seasons. 

Replacing caravans is irritating busywork, this keeps the ability to hurt income and generate profit without having to constantly rebuild the buggers.

Reply #2 Top

Good idea Aeon221!  I would really enjoy making it a false flag operation type thing you could do to get two rival factions mad at each other as well  as gain resources for yourself.  Or a minor Robin Hood faction or Thieves Guild could be hired to do the deed?

Reply #3 Top

Like Aeon's idea.

Otherwise, let us arm our caravans the old-fashioned way, by building custom units that are armed and can trade, like in GalCiv 2.  Why can't we design units with caravan packs?  (I asked for this way back in the beta)

Does anybody actually design units with the pioneer's packs ?  I'd MUCH rather have caravan packs.

Also, sometimes the counter for how many caravans a city can have gets confused and it won't let me build a replacement caravan.   :(

Reply #4 Top

Bieng able to hire a small discreet faction would be neat.  One idea, may not be easy to do or well liked, but I think we should be able to send armies to protect caravans.  This may need clarification.

Being able to assign a group of soldiers to a caravan route to defend it would be useful, meaning that if an AI decides to attack a caravan, they have to fight whatever soldiers are 'patroling' the route.

OR

Assigning soldiers to defend the caravan itself as it goes back and forth between towns.

OR

Assigning soldiers to defend the route so if an AI lands on it you can decide to attack it.

 

All of these ideas also have the ability to unassign the army from the route and have them rejoin your larger army. Feel free to pick this apart.

Reply #5 Top

I too am not a fan of cumbersome trade concepts, and I think the caravan it just that.  How about a road building unit in place of the caravan.  Once research on trading is complete and a road exists between two cities, trade begins.  An enemy unit sits on the road and trade stops until it is removed.  Bingo, thread resolved.

Reply #6 Top

 I also don't focus much on trade except when I need food somewhere, but I also believe trade is often underdeveloped in games which is why I put those ideas forward.  Having a direct influence in your trade and economically taking over the world/galaxy/nation appeals to quite a few people I know, and I am pretty sure it appeals to quite a few people over the world. But that is certainly a feasible idea, and I would have no disagreement if that was used.