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[[File: | [[File:PortIcon.svg|thumb|200x200px|The port's icon]] | ||
The '''Port''' is a [[Buildings|Building]] that spawns [[Trade Ship|Trade Ships]] and allows you to build [[Warship]]s. | |||
== Cost == | |||
Ports scale in price based on number of owned '''ports AND factories'''. | |||
{| class="wikitable" | |||
|+City cost | |||
!Port/factory number | |||
![[Gold]] cost | |||
|- | |||
|1st | |||
|125,000 | |||
|- | |||
|2nd | |||
|250,000 | |||
|- | |||
|3rd | |||
|500,000 | |||
|- | |||
|4th+ | |||
|1,000,000 | |||
|} | |||
== Mechanics == | |||
= | === Warship spawning === | ||
[[ | [[Warship|Warships]] can only be bought if a player owns a port. The game will try to spawn the warship from the closest fort to where the warship is being deployed. | ||
Spawn chance is calculated based on number of owned [[Port|ports]], number of owned trade ships, and number of | === Trade Ship Spawning === | ||
[[Port|Ports]] check every 10 ticks if they should spawn a [[Trade Ship]] | |||
Spawn chance is calculated based on number of owned [[Port|ports]], number of owned trade ships, and number of trade ships on the map. | |||
<math>\text{spawnChance} = \frac{1}{\left\lfloor \frac{25}{\sqrt{\text{baseChance} * \text{portMultiplier}}} \right\rfloor}</math> | <math>\text{spawnChance} = \frac{1}{\left\lfloor \frac{25}{\sqrt{\text{baseChance} * \text{portMultiplier}}} \right\rfloor}</math> | ||
Where | Where baseChance is equal to 1 when you own less than 3 trade ships (exclusive), otherwise it is: | ||
<math>\text{baseChance} = 1 - \frac{1}{1 + e^{\left(-\frac{\ln(2)}{10} * (\text{numOfShips} - 55)\right)}}</math> | <math>\text{baseChance} = 1 - \frac{1}{1 + e^{\left(-\frac{\ln(2)}{10} * (\text{numOfShips} - 55)\right)}}</math> | ||
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<math>\text{portMultiplier} = \frac{1}{1 + \frac{\text{portsOwned}}{10}}</math> | <math>\text{portMultiplier} = \frac{1}{1 + \frac{\text{portsOwned}}{10}}</math> | ||
More [[Port|ports]] = lower spawn rate | More [[Port|ports]] = lower spawn rate '''per port''', but higher spawn rate '''overall'''. | ||
There is no spawn cap. | There is no spawn cap. | ||
= Trade Route Selection = | === Trade Route Selection === | ||
[[Port|Ports]] will only trade with other players (not their own [[Port|ports]]). Trade partners are prioritized in this order: | [[Port|Ports]] will only trade with other players (not their own [[Port|ports]]). Trade partners are prioritized in this order: | ||
* Closer [[Port|ports]] get double chance of being selected (proximity bonus) | * Closer [[Port|ports]] get double chance of being selected (proximity bonus) | ||
* Allied [[Port|ports]] get double chance of being selected | * Allied [[Port|ports]] get double chance of being selected | ||
[[Trade Ship|Trade ships]] are free to build and don't count against unit limits. | [[Trade Ship|Trade ships]] are automatic, free to build, and don't count against unit limits. | ||
= [[Gold]] Generation = | === [[Gold]] Generation === | ||
[[Gold]] earned is based on ''Manhattan distance'' (which means the sum of the absolute differences in x and y coordinates) between [[Port|ports]] and the number of ports you own: | [[Gold]] earned is based on ''Manhattan distance'' (which means the sum of the absolute differences in x and y coordinates) between [[Port|ports]] and the number of ports you own: | ||
<math>\text{ | <math>\text{tradeShipGold} = | ||
\left\lfloor | |||
baseGold | |||
* | |||
bonus | |||
\right\rfloor</math> | |||
BaseGold scales with Manhattan distance. There is also a debuff for small distances, less than around 400 [[Tile|Tiles]], this means that short trade routes are extremely unprofitable, and should be avoided. See the graph for details. | |||
[[File:Desmos port baseGold v26.png|alt=A graph|thumb|The relationship between Manhattan distance in tiles and baseGold]]<math>\text{baseGold} = \frac{100,000}{1 + e^{-0.03 * (\text{distance} - 300)}} + 100 * \text{distance} </math> | |||
Bonus is a value which is dependent on the number of ports you own. The more ports you own, the smaller the increase | Bonus is a value which is dependent on the number of ports you own. The more ports you own, the smaller the increase; the medium point is at 4 ports with a bonus of approx. 1.9. The bonus is an example of [[wikipedia:Hyperbolic_growth|hyperbolic decay]]. | ||
<math>\text{bonus} = 1 + 2 * \frac{\text{portsOwned} - 1}{\text{portsOwned} + 4}</math> | <math>\text{bonus} = 1 + 2 * \frac{\text{portsOwned} - 1}{\text{portsOwned} + 4}</math> | ||
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Longer trade routes are more profitable (linear scaling with distance). | Longer trade routes are more profitable (linear scaling with distance). | ||
= See also = | == See also == | ||
* [[Buildings]] | * [[Buildings]] | ||
* [[Warship]] | * [[Warship]] | ||
Revision as of 09:21, 19 November 2025
The Port is a Building that spawns Trade Ships and allows you to build Warships.
Cost
Ports scale in price based on number of owned ports AND factories.
| Port/factory number | Gold cost |
|---|---|
| 1st | 125,000 |
| 2nd | 250,000 |
| 3rd | 500,000 |
| 4th+ | 1,000,000 |
Mechanics
Warship spawning
Warships can only be bought if a player owns a port. The game will try to spawn the warship from the closest fort to where the warship is being deployed.
Trade Ship Spawning
Ports check every 10 ticks if they should spawn a Trade Ship
Spawn chance is calculated based on number of owned ports, number of owned trade ships, and number of trade ships on the map.
Where baseChance is equal to 1 when you own less than 3 trade ships (exclusive), otherwise it is:

In short, this means that the more ships there are on the map, the less likely more ships are to spawn, with a small number having only a very small effect. At 25 ships, the chance is 88%, at 55 it's 50%, at 100, it's just 4%.
More ports = lower spawn rate per port, but higher spawn rate overall.
There is no spawn cap.
Trade Route Selection
Ports will only trade with other players (not their own ports). Trade partners are prioritized in this order:
- Closer ports get double chance of being selected (proximity bonus)
- Allied ports get double chance of being selected
Trade ships are automatic, free to build, and don't count against unit limits.
Gold Generation
Gold earned is based on Manhattan distance (which means the sum of the absolute differences in x and y coordinates) between ports and the number of ports you own:
BaseGold scales with Manhattan distance. There is also a debuff for small distances, less than around 400 Tiles, this means that short trade routes are extremely unprofitable, and should be avoided. See the graph for details.

Bonus is a value which is dependent on the number of ports you own. The more ports you own, the smaller the increase; the medium point is at 4 ports with a bonus of approx. 1.9. The bonus is an example of hyperbolic decay.
Both the source and destination port owners receive the full amount.
Longer trade routes are more profitable (linear scaling with distance).