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Trading: Difference between revisions

From the OpenFront Wiki Project
Import of source from Miraheze with small edits for page names
 
Improved formatting, added category, fixed factual errors
 
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Trading serves as a major source of [[gold]] income and strategic depth, encouraging players to balance expansion, [[Ally|alliances]], and defense to optimize their economic networks.
Trading serves as a major source of [[Gold]] income and strategic depth, encouraging players to balance expansion, [[Ally|Alliances]], and defense to optimize their economic networks.


[[Port]]s can only trade with other ports, and [[Factory|Factories]] only with nearby ports and [[City|Cities]].


Trading in OpenFront occurs exclusively between buildings of the same type, [[port]]s can only trade with other [[port]]s, and [[Factory|factories]] only with other [[Factory|factories]].
This allows players to establish internal [[trading|trade]] routes between their own structures if they own multiple [[Factory|Factories]]. [[Trading]] between different players, often yielding greater rewards due to ally bonuses and increased distance between [[trading|trade]] endpoints.


This allows players to establish internal [[trading|trade]] routes between their own structures if they own multiple [[Port|Ports]] or [[Factory|Factories]]. [[Trading]] between different players, often yielding greater rewards due to increased distance between [[trading|trade]] endpoints.
Trade Units are generated automatically from [[Port|Ports]] ([[Trade Ship|Trade Ships]]) and [[Factory|factories]] ([[Train|Trains]]) over time, with the spawn rate decreasing based on the total number of that building type owned by all players, thus, the benefit of additional [[buildings]] diminishes due to scaling limitations. When a [[trading|trade]] Unit completes its route, both the source and destination owners receive [[gold]].
 
Trade Units are generated automatically from [[Port|ports]] and [[Factory|factories]] over time, with the spawn rate increasing based on the total number of that building type owned by all players. However, the benefit of additional [[buildings]] diminishes due to scaling limitations. When a [[trading|trade]] Unit completes its route, both the source and destination owners receive [[gold]].


Longer routes grant higher payouts due to distance-based scaling.
Longer routes grant higher payouts due to distance-based scaling.


The selection of [[trading|trade]] destinations favors nearby or [[Ally|allied]] [[buildings]], making diplomacy and geography important factors in maximizing [[trading|trade]] efficiency. While [[trading|trade]] Units are protected when near the shoreline or their destination, they remain vulnerable while in transit. Enemy [[warship]]s can intercept and capture [[Trade Ship|trade ships]], redirecting the [[Trade Ship|trade]] or eliminating it entirely if no valid destination exists.
The selection of [[trading|trade]] destinations favors nearby, and [[Ally|allied]] [[buildings]], making diplomacy and geography important factors in maximizing [[trading|trade]] efficiency. While [[trading|trade]] Units are protected when near the shoreline or their destination, they remain vulnerable while in transit. Enemy [[warship]]s can intercept and capture [[Trade Ship|trade ships]], redirecting the [[Trade Ship|trade]] or eliminating it entirely if no valid destination exists.




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* [[Factory]]
* [[Factory]]
* [[Buildings]]
* [[Buildings]]
[[Category:Economy]]

Latest revision as of 09:33, 18 November 2025

Trading serves as a major source of Gold income and strategic depth, encouraging players to balance expansion, Alliances, and defense to optimize their economic networks.

Ports can only trade with other ports, and Factories only with nearby ports and Cities.

This allows players to establish internal trade routes between their own structures if they own multiple Factories. Trading between different players, often yielding greater rewards due to ally bonuses and increased distance between trade endpoints.

Trade Units are generated automatically from Ports (Trade Ships) and factories (Trains) over time, with the spawn rate decreasing based on the total number of that building type owned by all players, thus, the benefit of additional buildings diminishes due to scaling limitations. When a trade Unit completes its route, both the source and destination owners receive gold.

Longer routes grant higher payouts due to distance-based scaling.

The selection of trade destinations favors nearby, and allied buildings, making diplomacy and geography important factors in maximizing trade efficiency. While trade Units are protected when near the shoreline or their destination, they remain vulnerable while in transit. Enemy warships can intercept and capture trade ships, redirecting the trade or eliminating it entirely if no valid destination exists.


See Also

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