Allow companions to be entrusted with caravans to transport supplies and products to and from manufacturing sites as well as do basic trading with their trade skill an active factor. These caravans are different from kingdom caravans because they answer to you were as the kingdom caravans were assembled and funded by merchants in your kingdom. If the caravan is attacked and defeated any goods and currency carried are lost, the companion returns eventually and/or is found in a tavern, or has to be ransomed so a STRONG escort is advised. The companion could be given various combinations of instructions wherein the player fills in the blanks. The player could drag and drop these commands into a list of actions for the companion along with some basic parameters for the journey. Some parts of them would be selected from a list of options, some parts entered in a blank by the player. A full set of instructions could look like the following:
WARNING, WALL OF TEXT AND DETAILS AHEAD
Alternately, the player can chose to use a generic caravan master with an unimpressive trade skill and/or simply engage the native caravan AI:
WARNING, WALL OF TEXT AND DETAILS AHEAD
"Instructions:
Begin in Rivacheg
Buy Salt below 50 denars in Wercheg, Ruvar, Tihr, and Tulga.
Sell Salt above 130 denars in Any Town.
Buy Hides below 80 denars in Any Village.
Store Hides at my warehouse in Veluca, Sargoth, and Dhirim.
Collect Leatherwork in Veluca, Sargoth, and Dhirim.
Sell Leatherwork above 120 denars in Suno and Praven.
Wait in Ahmerrad at 12pm on March 21st, 1258 for 1 hour.
Buy Iron below 130 denars in Dhirim, Curaw, Ahmerrad, and (all their associated villages, nearby castle-bound villages included since they follow the same production patterns, I just don't want to list them for this example and perhaps "Villages bound to _____" could be an option).
Sell Iron above 250 denars in Any Town.
Journey Parameters:
Return directly to Chalbek Castle when Fighting Strength of caravan is below 50, OR when Instructions have been followed 4 times.
Return to Any Warehouse I Own and deposit 5,000 denars when in possession of 10,000 denars.
Avoid All Villages and Towns if visited in the last 6 stops."
The player would start off with a blank section for instructions and drag a command line down. The first word of the command line determines what the rest of it looks like and can be chosen from a drop down menu. There would be 6 options: buy, sell, collect, store, wait, and begin. "Buy" and "Sell" would be followed by the same options (Buy/sell (good) above/below (price) denars in (location)) but "Collect" and "Store" would be a shorter lines (Collect/Store (good) in/from my warehouse in (location)); "Wait" causes the caravan to make sure it is at the appointed place at the right time to meet the PC for updated instructions or some other activity (Wait in (location) at (time) on (date) for (amount of time)). "Begin" is the shortest (Begin in (location)). To create the above example the player would drag down 9 command lines and set the first words of each one then go through each line filling in blanks for numbers and choosing options from drop downs for everything else. A similar structure would be applied to the Parameters commands.
As for the specific route a caravan would take as it followed these instructions it would first figure out which named location is it closest to. If it starts in Rivacheg then the village of Ruvar is the closest, I think. That being decided, Ruvar is the caravan's ultimate goal and will remain such until it is achieved or one of the Journey Parameters comes true so it plots a course to that destination. Since the entire list is not made up of specific names it would then see if there are any unnamed locations on the way. 'On the way' would be considered any location that traveling to it does not more than double the distance between the caravan's location and its current ultimate goal. By this logic and since there is only a castle between the caravan and Ruvar, the caravan would travel directly to Ruvar and buy salt if the price is right.
Having achieved its goal of Ruvar it then checks to see which named destination is closest and set that as its ultimate goal: Wercheg in this case. When it goes to plot its next move the village of...of... that one on the coast of the inlet to the south east of Wercheg is I believe within the 'on the way' parameters. So the caravan would proceed there first and buy hides if available at the right price. Once there they caravan would again assess itself relative to its current ultimate goal and head directly to Wercheg. After conducting its business there the closest named destination is Ruvar but the parameter to avoid locations visited recently (last 6 stops) keeps the caravan from looping back. It is still possible for a route to be established with a low enough previous-stop avoidance that a caravan could be found looping around but that would be the fault of the player for not setting other parameters that are guaranteed to draw it out of any possible loops.
Begin in Rivacheg
Buy Salt below 50 denars in Wercheg, Ruvar, Tihr, and Tulga.
Sell Salt above 130 denars in Any Town.
Buy Hides below 80 denars in Any Village.
Store Hides at my warehouse in Veluca, Sargoth, and Dhirim.
Collect Leatherwork in Veluca, Sargoth, and Dhirim.
Sell Leatherwork above 120 denars in Suno and Praven.
Wait in Ahmerrad at 12pm on March 21st, 1258 for 1 hour.
Buy Iron below 130 denars in Dhirim, Curaw, Ahmerrad, and (all their associated villages, nearby castle-bound villages included since they follow the same production patterns, I just don't want to list them for this example and perhaps "Villages bound to _____" could be an option).
Sell Iron above 250 denars in Any Town.
Journey Parameters:
Return directly to Chalbek Castle when Fighting Strength of caravan is below 50, OR when Instructions have been followed 4 times.
Return to Any Warehouse I Own and deposit 5,000 denars when in possession of 10,000 denars.
Avoid All Villages and Towns if visited in the last 6 stops."
The player would start off with a blank section for instructions and drag a command line down. The first word of the command line determines what the rest of it looks like and can be chosen from a drop down menu. There would be 6 options: buy, sell, collect, store, wait, and begin. "Buy" and "Sell" would be followed by the same options (Buy/sell (good) above/below (price) denars in (location)) but "Collect" and "Store" would be a shorter lines (Collect/Store (good) in/from my warehouse in (location)); "Wait" causes the caravan to make sure it is at the appointed place at the right time to meet the PC for updated instructions or some other activity (Wait in (location) at (time) on (date) for (amount of time)). "Begin" is the shortest (Begin in (location)). To create the above example the player would drag down 9 command lines and set the first words of each one then go through each line filling in blanks for numbers and choosing options from drop downs for everything else. A similar structure would be applied to the Parameters commands.
As for the specific route a caravan would take as it followed these instructions it would first figure out which named location is it closest to. If it starts in Rivacheg then the village of Ruvar is the closest, I think. That being decided, Ruvar is the caravan's ultimate goal and will remain such until it is achieved or one of the Journey Parameters comes true so it plots a course to that destination. Since the entire list is not made up of specific names it would then see if there are any unnamed locations on the way. 'On the way' would be considered any location that traveling to it does not more than double the distance between the caravan's location and its current ultimate goal. By this logic and since there is only a castle between the caravan and Ruvar, the caravan would travel directly to Ruvar and buy salt if the price is right.
Having achieved its goal of Ruvar it then checks to see which named destination is closest and set that as its ultimate goal: Wercheg in this case. When it goes to plot its next move the village of...of... that one on the coast of the inlet to the south east of Wercheg is I believe within the 'on the way' parameters. So the caravan would proceed there first and buy hides if available at the right price. Once there they caravan would again assess itself relative to its current ultimate goal and head directly to Wercheg. After conducting its business there the closest named destination is Ruvar but the parameter to avoid locations visited recently (last 6 stops) keeps the caravan from looping back. It is still possible for a route to be established with a low enough previous-stop avoidance that a caravan could be found looping around but that would be the fault of the player for not setting other parameters that are guaranteed to draw it out of any possible loops.
Alternately, the player can chose to use a generic caravan master with an unimpressive trade skill and/or simply engage the native caravan AI:
Caba`drin said:The AI of merchant caravans at present sends them to a town, then when trading in that town they look for the most profitable target town to trade with given the goods of the town they are in. Then they go there and do the same, always picking the most profitable place on average.