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All posts created by Bob

Bob
The Live servers haven't come back up after Daily Maintenance yet. We're heading in to take a look, hopefully we can have them back up in an hour or so.
Bob
I've finally delivered almost all the Home Sweet Home rewards (really can't believe how many sets you all put together, great work everyone!), though I'm still working out the final details on a few exchanges. If you haven't heard back from me yet about your claim, send email to customer.support@pathfinderonline.com before Daily Maintenance on Monday, August 17, or post here if email doesn't seem to be getting through.
Bob
I see that a lot of people are still without power and/or internet, so I'll continue to look favorably on any exchanges sent in before Daily Maintenance on Friday, August 14th for anyone who had trouble getting in their requests before the original deadline due to Tropical Storm Isaias or something similar. Hopefully everyone will have services restored by then.
Bob
The Eternal Balance
Can the deadline be extended until Monday August 10th? There are a great many people in NY & CT that are still without power. Thank you for your consideration.
Rather than just doing a blanket extension, let's say I'll take this and similar situations into account for any requests turned in by Daily Maintenance on Wednesday, August 12th. I hope power is back on for everyone long before that, but it sounds like some areas aren't likely to get it back before Tuesday.

So, if you're lucky enough not to be affected by something along these lines, get your requests in to customer.support@pathfinderonline.com before Daily Maintenance tomorrow (Friday, August 7th). We can work through the exchange and any issues that arise after the deadline, but do get the process started before then.

If something like this is preventing you from making a full request by the deadline, but you can still read this forum and send email, I'd appreciate a note before the deadline to let me know you're planning to turn something in later. If that's not trivially done (and I do mean trivially, I suspect those affected have more important things to deal with), no worries, just get something in when you can.
Bob
NightmareSr
However it looks like some of the best uses would be for Settlements in the mountains or highlands that can't get woodland or cropland hexes.

Interesting analysis, and yes, it's those players with limited choices who'd most likely find the Trading Outposts tempting. I'd like to make them a little more tempting overall, but need to be careful exactly how far I push that since they're already tempting in at least some cases.
Bob
Azure_Zero
If the trading outpost only produces barely a bit more then a Hunting outpost in trade goods, and the hunting produces nearly double the amount of total bulk, it's still not worth it.
I agree that it's imbalanced, and is more "theoretically useful in very rare specific circumstances" than actually useful in practice. I just can't draw a clear line for correcting it without a fair amount of research into the numbers. I'm quite sure it needs higher numbers of some kind, but it'll have to wait until I can devote some time to that research.
Bob
Azure_Zero
That 6 food and 6 trade tell me that it was not a pure forest hex (it and it's core 6 being the same), as I use Hunting in pure forest hexes and get 7,7.
Whoops, you're absolutely right, I missed my target hex by 1. The one I was using had slightly lower Game/Wood ratings. Switching to the correct hex, the Hunting Outpost +0 does indeed produce 7 Trade Goods (plus 7 Food) while the Trading Outpost produces 8 Trade Goods (5 for Wood, 3 for Game). The spread increases to 22 vs. 26 at +5. Again, not a huge increase, and rarely worth the substantial trade-off in Food production, but still hits that minimum bar of being better at Trade Good production in any similar hex.
Bob
Flari-Merchant
Too bad Trade Bulk resources can't someday be generated by interactive trading between players, settlements and governments. That would be much more interesting, IMO.

It would certainly make sense from a fictional standpoint, but I suspect it would require a pretty drastic rethinking of the bulk resources system. As such, not something we'd likely tackle anytime soon.
Bob
Azure_Zero
Sorry, Bob but I disagree with Trading outpost being better trade good producers as they currently are,
As the OP clearly states they at best a match to a hunting outpost in trade good production and the Hunting also generates the same amount of food on top of it.

I think if the percentages were raised to at least about 37.5% it would start to match a ranching outpost in trade good production in a plains hex, which is currently the best outpost and hex type combo for trade good production.

It's not a big difference, but I went on Zog and placed a Hunting Outpost +0 and a Trading Outpost +0 on a very standard Woodlands hex (400 Stone, 800 Wood, 600 Game) to test it out. The Hunting Outpost (the only other option that would produce Trade Goods in that hex) said it would produce 6 Trade Goods (plus 6 Food), while the Trading Outpost said it would produce a total of 7 Trade Goods (broken into 4 for Wood and 3 for Game). That lined up pretty well with the spreadsheet math I did, though I had to fudge a little to account for rounding issues.

Basically, I agree that Trading Outposts aren't the best Trade Goods producers, and are in fact guaranteed to be relatively inefficient at it. You're almost always better off using a different outpost for Trade Goods production, but in a different hex. It's just that in over half of the claimable hexes, they're the best choice if you want to focus on producing Trade Goods in that specific hex, which might be needed if someone can't line up a better hex. That's not a very high bar to reach, but they'd be clearly broken if they didn't meet it at least some of the time. That would then define the bare minimum fix, and would be pretty easy to define. I'd go ahead and make that now, knowing that any balanced change has to go at least that far, with plans to adjust further when I had time to run more numbers. Since they meet that low bar, there's no clear bare minimum fix to make. That doesn't mean they're balanced, it just means I shouldn't do anything until I have time to run all the numbers.
Bob
Agreed, the math guarantees they'll always be pretty poor at generating Trading Goods, but even with the exclusivity pairs they're still usually better than the other options at generating Trading Goods in any given hex. Of course, those hexes are almost definitely better suited to generate other bulk resources instead, and it may be pretty rare to find yourself with a mix of hexes making those tradeoffs worthwhile. Still possible though, which is enough to make picking a "balanced" point require far more math. Some quick calculations convince me I can find the right numbers, and they wouldn't be a huge change or hard to implement, but running the math to convince myself the new numbers are in the right range is going to take some work.