[Bug?+save] Longest trade route not behaving properly

Folks have been saying that the longest trade route calculation is a bit funky sometimes, and I think I finally found a case of it:

http://img516.imageshack.us/my.php?image=badtraderouteqv4.jpg

As you can see, I have trade ports on the asteroid, my terran home planet, and the volcanic. All 3 of them are connected, but the trade route does not pass through the homeworld but instead passes through the asteroid field. It should really go through the terran, seeing how it's an actual planet and has trade ports and such!

Also the save of it, just in case:

http://rapidshare.com/files/155372153/TradePortBug.save.html

2,139 views 8 replies
Reply #1 Top

Is it possible distance of the phase lane is a factor?  If so, it would skip the homeworld as it thinks showing the longest legs is the right way to display the trade routes.

Reply #2 Top

Maybe. I quite honestly have no idea how it's calculated internally :)

Reply #3 Top

Heh, no different here.  Just throwing guesses out hoping they stick.  :grin:

Here's hoping the devs can answer.

Reply #4 Top

Off the top of my head, the algorithm that determines which planets are included in the longest route have any tie breaking criteria when comparing routes with equal numbers of jumps. Length of the phase lanes is not a factor in the algorithm in any way. In regular Sins it includes uncolonizable nodes since players would be unfairly limited by the map with respect to how long a longest route they could make. So given all that, the route through the asteroid field is equally as long as the one through your home planet.

Reply #5 Top

Thanks for the reply. But in this case, shouldn't it default to go through the planet that has trade ports to boost, rather than the asteroid field with none?

I'm not sure if you missed a word in

Off the top of my head, the algorithm that determines which planets are included in the longest route have any tie breaking criteria when comparing routes with equal numbers of jumps.
End of quote

;) It's a bit unclear if the algorithm does or doesn't have a tie breaker that makes it look at whether or not one is a planet with ports and the other a neutral planetoid.

(This is mostly for my own sake so I can explain why it happens when folks post about it, if it isn't likely to be tweaked)

Reply #6 Top

It's a bit wonky but I won't bother explaining it because it's being rewritten :P

It won't be fixed for 1.1, but possibly for Entrenchment and definately for the diplomatic/non military expansion.

Reply #7 Top

Preemptive 'Huzzah!', then.  B)

Reply #8 Top

Quoting Blair, reply 6
It's a bit wonky but I won't bother explaining it because it's being rewritten

It won't be fixed for 1.1, but possibly for Entrenchment and definately for the diplomatic/non military expansion.
End of Blair's quote

Works for me :) Thanks!