I had this idea a while ago and since now we're all fussing on about trading and all that not-archery-related gunk I figure I might as well make a thread about it.
Merchants roads would be a special tile/road type that would cost something extra (Metal to pave? Silk filaments? Don't know, the idea is to make it not easily made)
Merchant's roads would do a number of thing and require at LEAST a single, continuous path of the tile type. It would enhance all nearby PAVED tiles (Any paving type, as long as it's PAVED) within 2-3 tiles to give some buff called "Merchant's Sprint"
Merchant's sprint instantly deactivates if any of these happen:
An unidentified hearthling enters vision (You can memorize them and then proceed alongside).
You are aggro'd (Ruh roh raggy)
You walk off a Merchant Road tile.
Once you lose the buff, you cannot regain it for 1 minute.
Merchant's sprint would grant these buffs:
Wagon movement will now run at speed 4, possibly higher if horses are ever allowed to be
No stamina drain for either horses or hearthlings for any type of movement (All other stamina drain in effect
Now, the change seems a little unecessary at the moment, but this was essentially my idea to replace "long distance" crossroads, and having crossroads not be capable of teleporting supergrids anymore by giving them a short maximum distance/connections. CR's inherently have a danger of teleporting into an enemy ganksquad as well, which while this wouldn't eliminate running into enemies (You lose the buff for a minute if you encounter the dangerous BAND OF RAIDERS), it allows a much nicer and appropriate space to react.
Also it would be totally cool to have caravans of goods being escorted by two warriors on a horse side by side. Just sayin'
And though the title is "merchant", It could really be used for more than just trade.
Idunno, thoughts?