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Thread: Attention CA: Trade Disruption Bug!!?

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    Pet Idiot Member Soulflame's Avatar
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    Default Re: Attention CA: Trade Disruption Bug!!?

    Okay now this is just weird. Jambo (& Quietus & Andrew) you are right.. it is added to the income and devastation is left out. This could be because devastation is an abnormal loss and as such directly substracted from your total (as in rebuild of the land or something?)

    I have checked, and it is even more narrow:
    Apparantly the lowest of the sea trade exports are NOT blinking, the others (if any) ARE. Thus, if you have a shipwright, the lowest income providing export has normal icons, the other one is blinking. If you have a dockyard, the combined income of the two highest is blinking, the lowest one is again not blinking.

    I checked this with my old Scipii campaign and it was true for all that I checked.

    The question still remains as to WHY those are blinking.. why isn't the lower one blinking? And why does Victoria say it's a loss?

    And secondly, why is it possible that I get the exact same amount of trade after making a shipwright? In my experiment save game I have a Trade income 1088 in Nicomedia, with just a port. If I build a Shipwright, I get flashing icons up until 1088 and until 835 I have normal icons. This is true until the building is complete, then the flashing icons suddenly jump up to 1500. The 700 difference with the 800 of normal icons is now once again the trade of the highest sea export (to Byzantine).
    So what's up in the time that I make the shipwright?

    Guess:
    It seems it is partly a measure to see how much the port upgrade will deliver to you, but in a VERY awkward way. You see, you will always begin with the most profitable trade route... so let's say the first route gives you 500 income. Now you upgrade into a Shipwright. When you click build, you may see static icons now until 300, and flashing up to 500. This indicates that you have a trade route of 500 in place, but the new trade route will give you an additional [static icons]=300. Total after the building is complet: 800 (of which the top 500 will be flashing, since those are not from the lowest producing sea export).

    Other put:

    Before
    500 income on the trade screen, nothing fancy happening.

    During build
    500 income on the trade screen. on the settlement screen, up to 300 normal trade, 200 extra blinking (so it says 500 when you go over the blinking icons)
    => indicates next trade route will give you 300 income

    After build
    800 income on trade screen. on settlement screen, 300 normal trade, 500 extra blinking (so it says 800 when you go over the blinking icons)
    => indicates that the lowest sea export gives 300, the others combined (in this case only one other) 500.



    If this is indeed how they meant to use this, it is a VERY poor system, since it is really not intuitive. I'll try confirm this, so I'll be back later tonight.



    @Motorhead: it's perfectly possible that City A has blinking Icons and City B doesn't, since it only seems to affect sea exports, and city B doesn't necessarily have to export to city A. And what we just found, if city B has only a Port, it should have no blinking icons.
    Last edited by Soulflame; 10-06-2004 at 21:35.
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