Avu wrote:Yes great idea remove travel that way there won't be any monopoly heck there won't be any fucking trade at all. Sure as fuck I won't bother carting my precious far away clay to some noobs to buy when I could do a lot more things with my time.
Hopefully noobs would be wagoneering to YOUR place with WAGONFULS of shit you might want, every once in a while.
Also it might help break trade up in BULKS, for all of you who are tired of constantly bringing a boat with chests of shit through crossroads. without crossroads, or teleportation (but of course with better means of travelling without, as Jackquarde mentioned) trade would become something you did every once in a while.
I don't really see getting robbed in a caravan as a problem, with a map of this size, it's easy to hide your wagons, and you could use strongboxes. Sure there could be other solutions, but i think caravaneering should hold a certain amount of risk, enough that travelling *some* areas would make the risk factor higher than the profit. So you would have to hire guys with swords/take another route. So a risk/gain factor would have to be considered when wagoneering shit across the wilderness.
Although.
Horses, bridges, easier roads, easier clearcutting. yes yes yes
I'm just thinking about the possibilities this opens up in terms of gameplay (assuming people can be arsed to set up, mercenary services to protect caravans, 'tavern villages' to protect travelling caravans, (for a price of course) and so on)