Trade hub support

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Re: Trade hub support

Postby WaffleEggnog » Tue Oct 29, 2013 9:59 pm

Eemerald wrote:
WaffleEggnog wrote:This sounds like an awesome idea! I'd be willing to help guard it if its needed.
As for location, what about the nuked part of the map? As far as I'm aware, there are no rivers, lakes, cliffs, etc. It would be a great place to make something like this. That or on one of the new supergrids were my ville is. There's barely anyone around that could bother the construction/trading.



if u can pass a hs for me to spawn at ant locations u think might be viable I will go have a look :)

The coords of the nuked area are x=60-70, y=22-32, about 1000x1000 squares, or 1/25 of a supergrid. Not really sure whats there and whats not there.
As for the new supergrids, all you have to do is go really far in one given direction till you hit the end of the world. Since those parts of the map are new, there are no really large factions stationed there (from experience, we have barely met anyone), and if you look on the public world map, they aren't even charted yet, so that might be a good choice to.

I don't have a HF at either place (other than beside my village) since I'm lazy :(
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Re: Trade hub support

Postby Tacheron » Wed Oct 30, 2013 12:55 am

Like Coles said, I believe the best thing would be to situate it somewhere closer to the center of the world for ease of access from anywhere.
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Re: Trade hub support

Postby Eemerald » Wed Oct 30, 2013 2:31 am

So one of my villagers (Thanks Dante) travelled to the nuked area, and we found two possible spots.

The first has a small active claim, so it belongs to someone and they still want to keep it ofcourse we wont do anything to it. but it's paved out, has a sniper area, and is a good size. around are empty little places, doesn't seem to be overly active.

The second picture is a huge area, no cliffs, would also be great for a possible location.

Thoughts?

Just as a note, central supergrid is busy, and has a lot of towns, I have already asked about it, and it doesn't fit what we hope to do and doesn't have the right amount of space for the project without hitting a claim or someones town.

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Re: Trade hub support

Postby DirtyRider » Wed Oct 30, 2013 7:59 am

it looks like a good spot.
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Re: Trade hub support

Postby Tonkyhonk » Wed Oct 30, 2013 11:35 am

Eemerald wrote:The first has a small active claim, so it belongs to someone and they still want to keep it ofcourse we wont do anything to it. but it's paved out, has a sniper area, and is a good size. around are empty little places, doesn't seem to be overly active.

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this place used to belong to my friends till it got nuked, it was an established village. (ill avoid saying the ex-village name here just in case, but if you want to know for confirmation, pm me.) However, some stranger put up the pclaim after loftar took care of their vclaim, and the ex-owners do not know whom it belongs to. if you can deal with the current claim and its owner, they do not mind at all that you use it since they are not planning to rebuild there any more.
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Re: Trade hub support

Postby Eemerald » Wed Oct 30, 2013 12:09 pm

Tonkyhonk wrote:
Eemerald wrote:The first has a small active claim, so it belongs to someone and they still want to keep it ofcourse we wont do anything to it. but it's paved out, has a sniper area, and is a good size. around are empty little places, doesn't seem to be overly active.

Image

this place used to belong to my friends till it got nuked, it was an established village. (ill avoid saying the ex-village name here just in case, but if you want to know for confirmation, pm me.) However, some stranger put up the pclaim after loftar took care of their vclaim, and the ex-owners do not know whom it belongs to. if you can deal with the current claim and its owner, they do not mind at all that you use it since they are not planning to rebuild there any more.



that's great to know. thanks. the claim isn't huge so a vclaim should probably remove it, but didn't want to be taking someones spot if they were wanting to build there.

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Re: Trade hub support

Postby Vaku » Wed Oct 30, 2013 7:01 pm

I created a 1x1 scale plan that shows what we saw here in Eemerald's mock-up, and what we've been talking about in this thread.

Here is what I drew up. There are a few things to point out.
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(Opening it in a new tab, you can zoom in but it'll be blurry)

:arrow: This is a "Compressed" version, meaning that it accommodates for only a single Personal Claim with one Village Claim.

:arrow: Outer Wall 133x177

:arrow: Inner Wall 59x101 This was done so that a Security Force of only 4 Snipers would ever be needed to provide complete cover for the trade hub interior. 1 Sniper, on any side, can see as far as the center row of Trade Stalls by staying on the interior patrol road.

:arrow: 16 Shop Cells These were upgraded to Timber Houses (7x7) because of their southern doorway. Cabins have an eastern doorway and can become disorienting to enter when walls become cramped. Cell area is 10x11. If an owner desired, they could upgrade to a mansion or even downgrade to a Log Cabin and place additional stalls within.

:arrow: 28 Trade Stalls Center Row These are plotted so that there is a decent amount of space between sets of stalls, stalls placed down without holding the Shift key.

:arrow: Village Idol Complete Center It covers a village claim North to South, that ought to be extended by Statues of the Chieftain to reach the Outer Wall. Areas are plotted for statues in the Interior Wall Corners.

:arrow: Crossroad Interior Plaza What is shown are 27 Crossroads for traders, South of the Interior Wall. They are set in easy to recognize 5x5 areas that allow 9 spaced crossroads.

:arrow: Exterior Public Crossroad South, outside the gate that can be upgraded to a double-gate at any time.

:arrow: Exterior Patrol Path This is for daily Seige Ram checks

:arrow: Room for Minehole Expansion I suggest either Outside the Interior Wall or beside the Village Idol. This way, the surface design can be repeated on the lower Z-levels.

I hope this has helped conceptualize the idea for the trade hub in greater detail.
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Re: Trade hub support

Postby DirtyRider » Wed Oct 30, 2013 11:05 pm

What the plan on how people are going to get to this place to shop? is there someone who is on most of the day or 2 people to manage the people that want to go to and from this place for trade?
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Re: Trade hub support

Postby borka » Wed Oct 30, 2013 11:36 pm

Emerald in OP wrote:There will be 1 main gate which will open to the public. Only cr leading inside the town will be in Emerald City.
Doors, as last world trade centre, will open at specific hours, which we will try to do on a regular basis.
No hearthfires inside the trade centre.
Any traders with trade cells that don't want to open because they aren't there during opening times, don't need to. If they want us to open their gates we can do so on their behalf.
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Re: Trade hub support

Postby Eemerald » Wed Oct 30, 2013 11:48 pm

Vaku wrote:I created a 1x1 scale plan that shows what we saw here in Eemerald's mock-up, and what we've been talking about in this thread.

Here is what I drew up. There are a few things to point out.
Image
(Opening it in a new tab, you can zoom in but it'll be blurry)

:arrow: This is a "Compressed" version, meaning that it accommodates for only a single Personal Claim with one Village Claim.

:arrow: Outer Wall 133x177

:arrow: Inner Wall 59x101 This was done so that a Security Force of only 4 Snipers would ever be needed to provide complete cover for the trade hub interior. 1 Sniper, on any side, can see as far as the center row of Trade Stalls by staying on the interior patrol road.

:arrow: 16 Shop Cells These were upgraded to Timber Houses (7x7) because of their southern doorway. Cabins have an eastern doorway and can become disorienting to enter when walls become cramped. Cell area is 10x11. If an owner desired, they could upgrade to a mansion or even downgrade to a Log Cabin and place additional stalls within.

:arrow: 28 Trade Stalls Center Row These are plotted so that there is a decent amount of space between sets of stalls, stalls placed down without holding the Shift key.

:arrow: Village Idol Complete Center It covers a village claim North to South, that ought to be extended by Statues of the Chieftain to reach the Outer Wall. Areas are plotted for statues in the Interior Wall Corners.

:arrow: Crossroad Interior Plaza What is shown are 27 Crossroads for traders, South of the Interior Wall. They are set in easy to recognize 5x5 areas that allow 9 spaced crossroads.

:arrow: Exterior Public Crossroad South, outside the gate that can be upgraded to a double-gate at any time.

:arrow: Exterior Patrol Path This is for daily Seige Ram checks

:arrow: Room for Minehole Expansion I suggest either Outside the Interior Wall or beside the Village Idol. This way, the surface design can be repeated on the lower Z-levels.

I hope this has helped conceptualize the idea for the trade hub in greater detail.



that's pretty much what I envisaged. I am not a greatly detailed person in terms of thinking about specific sizes etc, but that looks and sounds great. Vaku if u'd like to see the two locations I posted above to check space available, I can give u a hs to spawn at, I have an alt there.

Thanks
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