William one eye wrote:Cdv ..... 200 route assignment per fleet ....
trademaster cast .....
Entire Game crashes
Nice. I should try that.

William one eye wrote:Cdv ..... 200 route assignment per fleet ....
trademaster cast .....
Entire Game crashes
Cdv wrote:William one eye wrote:Cdv ..... 200 route assignment per fleet ....
trademaster cast .....
Entire Game crashes
Nice. I should try that.
Dejanira wrote:CJ, could be interesting to have more than one only route connecting port A and port B?
Like, one is straight and faster and another one could be safer following the coastline, but slower. The faster one is maybe higher rewarding but may give some bonus to attackers, while the slower one might be the opposite.
This is a suggestion already made in the past, I think. And since you are working on trade routes and on a completely different way to manage them...
William one eye wrote:Dejanira wrote:CJ, could be interesting to have more than one only route connecting port A and port B?
Like, one is straight and faster and another one could be safer following the coastline, but slower. The faster one is maybe higher rewarding but may give some bonus to attackers, while the slower one might be the opposite.
This is a suggestion already made in the past, I think. And since you are working on trade routes and on a completely different way to manage them...
Agree this would be a nice addition.
Routes that cut across shoals, straits with dangerous wave crests, Kraken breeding grounds....ect these routes are shorter and faster but they present a risk of random danger accrument.
So x % of the time you incurr normal danger,
And y % of the time you get enough danger to light up your fleets.
The fleet that gets lit plus all of your fleets passing on the same route behind it for the remainder of that hour cycle light up.
Perhaps raiding someone in these waters might also present a chance for abnormal danger gains when attacking or in route to the target