HonoredMule wrote:
Following up on james, suppose one took profit as a ratio to resources gained vs resources lost, capped between 0 and 1. "Unfavorable" trades would have no impact, and favorable trades would be scaled down according to how favorable they were. Trade 900 x for 1000 y (a resource of equivalent value), and get score of 1000 * (1000-900 / 1000) = 100; The other party, trading 1000 y for 900 x gets score of 900 * (900-1000 / 1000) < 0 = 0;
This is still exploitable, but I don't think any decent system can totally escape that. If resources have a normalized value, this would at least be reasonable assessment of non-contextual benefit gained...and an exploit is going to at least be a lot of work, trading vast quantities, keeping caravans busy, risking loss to storage capacities, or juggling advanced resources that are highly valuable and desirable to loot by blockading.
I question the intellect of players going for a high trade score. When the ability comes to take home looted resources from intercepted caravans, that score is just going to be a target on your back. |
Just off the top of my head, it would be better maybe to have the trade score depend not only on the profit from the trade, but also on the productivity of your town in the traded resources. So like the more you produce in that resource, the less your score is augmented by the trade.
For example...umm
a=offered materials
b=received materials
c=productivity of the offered resource
score added s=(a+b) * (1-(a/b)) / c (very rough, probably a better solution)
Anyway, for this example if say
you offer 200 wood for 300 iron and your productivity in wood was 10/hr
a=200, b=300, c=10 ===> s=16.67
a=200, b=300, c=50 ===> s=3.33
a=200, b=300, c=100 ===> s=1.67
a=200, b=300, c=500 ===> s=0.33
a=900, b=1000, c=10 ===> s=19
a=900, b=1000, c=50 ===> s=3.8
a=900, b=1000, c=100 ===> s=1.9
a=900, b=1000, c=500 ===> s=0.38
a=9500, b=10000, c=10 ===> s=97.5
a=9500, b=10000, c=50 ===> s=19.5
a=9500, b=10000, c=100 ===> s=9.75
a=9500, b=10000, c=500 ===> s=1.95
The only real way to exploit this would be to directly transfer to the town then trade, while at low level, so ur productivity has to stay low which is unviable as well as incredibly long-winded. I don't know. Theres probably a much better equation to use but im just demonstrating a general idea