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Trading between nodes

Hey.
I couldn't find any info about trading between nodes( search bar didn't show any results and i gave up after 5 pages of 41 of searching manual), i know there will be caravans to do that but I am curious if that will be only one option. Or i will be able to pack let say my ore or wood in my home node and go on my mount to other node where they need it more and i get more gold for it like small beginner poor trader?

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    Hi @Kropek84! This is a good vid for you to watch. The creator has a whole host of vids and is one of my go to sources for info. He edits well and his commentaries are generally very helpful imo. Hope it helps :)https://www.youtube.com/watch?v=267LfQgNv-E
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    Thx @Kratz for that link, its explain  a lot but not my question.
    Hes saying that amount of stuff you want transport for building nodes and other structures will be too small for single player and You need caravan, but im thinking of transporting like small amount of stuff or some goods that i made and sell them in other node. I believe i will be able cos it will be like travelling when im doing some quest and then i want sell stuff that i gather while i was travelling. Only im not sure if i will be able to sell those stuff to vendor or on marker as merchant. 
    I will watch more vids from that guy, maybe i will find out more. 
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    You can bring whatever you can load on a mule, but that's going to be small potatoes compared to a caravan.
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    Hi,

    From what they have said, there will not be all that much that one character can haul by himself. There will be some kinds of mules for something between that and caravans. Possibly dangerous to move goods alone, but that is the thrill!!!

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    Yeah, it'll be a risk and you can only move very small quantities, but you could indeed do that if you wanted.
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    Thx Guys for answering. 
    Well..  I want to be a breeder and sell mounts after, would be fun if i could make new mounts and then let them follow me to another node to sell them  B)

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    Well is it right that you can hire NPCs to follow your caravans?
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    Timba said:
    Well is it right that you can hire NPCs to follow your caravans?
    I believe you are correct, but I'm not sure how effective or resilient they'll be.  
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    From twitch streams it sounds like you can hire NPC guards for caravans, in different amounts. More than the standard if you like.
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    So i hope there is going to be a quest board for other players, so that i can hire other players for my huge caravans :cool:
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    Timba said:
    So i hope there is going to be a quest board for other players, so that i can hire other players for my huge caravans :cool:
    They could betray you and help your caravan's attackers. You wouldn't know who to trust.
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    Speaking of caravans, any word on whether the corruption system applies to raiding a caravan that is solely guarded by NPCs?

    E.g., player X hires caravan to transport rare goods to sell at market in a nearby metropolis. Would I, as a kind-hearted brigand, become corrupted for politely massacring the guards to take the loot (since this is an indirect form of PvP, as I am taking a player's goods)?

    Or (and I'm hoping this is the case), is it treated as PvE content until another player actually shows up, meaning I can raid caravans in secret all day long and not gain corruption? 
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    You might find that players passing by will opt to assist you on your caravans journey :) We know when you come in range of a caravan there will be a pop up to attack/ignore/defend. I imagine there will be many policing type guilds that will be set up for this purpose for pure fun. You will be able to hire people I believe -but you can risk saving some dosh and hope some people aid your quest for freeeee! I can't wait for caravan systems and look forward to the many conflicts they bring :3

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    Travel distances between nodes appears that it may be quite far.

    So would the caravan only be able to travel to the adjacent node?
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    Here's a funny question. Two Nodes close to eachother but with a water divide that makes caravans have to go an extra long way to get to each other. Does it require that caravans make the trips successfully to get that bridge built or does failure to make the long trips prompt the building of that bridge?

    lol, I know that logic says success will get the bridge, but we all know that human civilization doesn't usually indulge in Great Works(at least nowadays) until they are critical. :)

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    Here's a funny question. Two Nodes close to eachother but with a water divide that makes caravans have to go an extra long way to get to each other. Does it require that caravans make the trips successfully to get that bridge built or does failure to make the long trips prompt the building of that bridge?

    lol, I know that logic says success will get the bridge, but we all know that human civilization doesn't usually indulge in Great Works(at least nowadays) until they are critical. :)

    If I remember correctly, bridges over water near major nodes get built when the node hits certain levels.  I'ma take a look at the nodes video again...
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    ArchivedUserArchivedUser Guest
    edited June 2017

    Yeah. I know that you are right. I'm just playing. I do lots of coordinating between contractors and civil authorities. You would be surprised at the pressure it sometimes takes to get highways widened or streets repaired or even faulty water drainage or main pipes upgraded.

    Nothing moves until critical failure or extreme public threat forces the issue. :)

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    @Bringslite
    Yeah, the example provided shows a bridge being built when the node hit stage 5:
    https://youtu.be/mMvubbX-SHg?t=3m34s

    I'm assuming that may change to a lower level, after some testing, but that's all I know of for info on bridge building so far
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    ArchivedUserArchivedUser Guest
    edited June 2017

    I think the citizens will have to decide to build the bridge.
    I'm not sure if that will have to be an agreement between neighboring nodes.|
    But, if a bridge can be built, the node would have to be aware and able to tell the citizens what the requirements are.

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    I think they will make items have weight. So you can only transport a limmited ammount your self. So the major part of your goods will probarly be transported by Caravan.

    Some people asked if you can raid the caravan yeah you can when you get near 1 it will ask your if you want to defend attack or ignore the caravan.
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    Dygz said:
    You can bring whatever you can load on a mule, but that's going to be small potatoes compared to a caravan.

    And dangerous too unless you have good body guards.  PvPers will be looking for people such as you.
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    Virtek said:

    Here's a funny question. Two Nodes close to eachother but with a water divide that makes caravans have to go an extra long way to get to each other. Does it require that caravans make the trips successfully to get that bridge built or does failure to make the long trips prompt the building of that bridge?

    lol, I know that logic says success will get the bridge, but we all know that human civilization doesn't usually indulge in Great Works(at least nowadays) until they are critical. :)

    If I remember correctly, bridges over water near major nodes get built when the node hits certain levels.  I'ma take a look at the nodes video again...

      We have to worry that who ever is responsible for building the bridge doesn't end up building the "bridge to nowhere"!
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    @Kropek84
    Wait wait wait. Hold on. 

    Is your picture Mr Bean as an Avatar?!?!

    You're alright.
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    ArchivedUserArchivedUser Guest
    edited June 2017
    Scientific nodes can have their market extended with thier zone of influance.

    But if you want to trade with other nodes that are not affected with the scientific syste. Your only option is to use the caravan system or walk with alot of people acros the towns to bring items or by your self.
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    Here's a funny question. Two Nodes close to eachother but with a water divide that makes caravans have to go an extra long way to get to each other. Does it require that caravans make the trips successfully to get that bridge built or does failure to make the long trips prompt the building of that bridge?

    lol, I know that logic says success will get the bridge, but we all know that human civilization doesn't usually indulge in Great Works(at least nowadays) until they are critical. :)

    @Bringslite I think there won't be any nodes close to each other, just separated by a river. The first node developing further would block the seconds node development. Therefore, you'd always have to travel a certain distance, even without a bridge :tongue:
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    Here's a funny question. Two Nodes close to eachother but with a water divide that makes caravans have to go an extra long way to get to each other. Does it require that caravans make the trips successfully to get that bridge built or does failure to make the long trips prompt the building of that bridge?

    lol, I know that logic says success will get the bridge, but we all know that human civilization doesn't usually indulge in Great Works(at least nowadays) until they are critical. :)

    That poses an interesting idea.. If the caravan ai is scripted to take the "fastest" route between nodes and "road" bound and players had opportunity to create a bridge (and others destroy).. there would be another dynamic!
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    Kratz said:
    Timba said:
    So i hope there is going to be a quest board for other players, so that i can hire other players for my huge caravans :cool:
    They could betray you and help your caravan's attackers. You wouldn't know who to trust.
    Then there should be a system where they sign up as a defender and can't betray it. And get punished with corruption if they purposely refuse to do their job.
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    AkaBear said:

    Here's a funny question. Two Nodes close to eachother but with a water divide that makes caravans have to go an extra long way to get to each other. Does it require that caravans make the trips successfully to get that bridge built or does failure to make the long trips prompt the building of that bridge?

    lol, I know that logic says success will get the bridge, but we all know that human civilization doesn't usually indulge in Great Works(at least nowadays) until they are critical. :)

    That poses an interesting idea.. If the caravan ai is scripted to take the "fastest" route between nodes and "road" bound and players had opportunity to create a bridge (and others destroy).. there would be another dynamic!
    AFAIK the person initializing the caravan can select a route. You may send scouts ahead and secure a certain route. Without this option it would be ridiculous easy to ambush a caravan always at the same spot :frowning:
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    Herdo said:

    Here's a funny question. Two Nodes close to eachother but with a water divide that makes caravans have to go an extra long way to get to each other. Does it require that caravans make the trips successfully to get that bridge built or does failure to make the long trips prompt the building of that bridge?

    lol, I know that logic says success will get the bridge, but we all know that human civilization doesn't usually indulge in Great Works(at least nowadays) until they are critical. :)

    @Bringslite I think there won't be any nodes close to each other, just separated by a river. The first node developing further would block the seconds node development. Therefore, you'd always have to travel a certain distance, even without a bridge :tongue:
    Well, Nodes Part 1, depicts building a bridge over a river between two nodes.
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