GUIDES
OpenFront Team Trade Coordination: Keep the Route, Then Know When to Pivot
A v0.34 Team guide for making teammate trade routes pay: reserve shared water, measure completed arrivals, diagnose embargoes and route loss, and switch to trains or military spending before a dead Port drains the team.
Direct answer: make a trade contract before you place the second Port
In a Team game, keep a trade route open when both owners can name the water component, the safe corridor, the payer, and the next checkpoint. A teammate does not normally accept or reject a trade with a button: canTrade stays true unless either player has an embargo against the other. The route can still stop paying because the Ports no longer share water, the destination is captured, ships are intercepted, or the global fleet is saturated. Therefore the first call is not “why did my teammate turn trade off?” It is “which gate changed, and who owns the next repair?”
Use a four-part contract in chat or in your own notes. Reserve land for the Port, City, and Factory that make the corridor defensible. Assign one player as payer and another as route owner or screen; “the team pays” is not a resource account. Prove the first completed arrival and record its distance, owner relationship, and Gold. Exit when two observation cycles show no legal arrival, a new embargo blocks the pair, or the corridor costs more troops than the income can fund. This turns a vague promise to “trade with me” into a decision that can be checked while the map changes.
The important boundary is that a successful trade pays both Port owners, so a teammate’s Port is not charity and your Port is not a private tap. The source and destination each receive the same distance-based payout when the ship completes legally. A route is worth protecting only if that payout becomes a useful purchase: a City level, a Factory, a Warship screen, a Defense Post, or troops for the player holding the exposed border. If nobody can name the purchase, keep the Gold liquid and use the Port as an option rather than a permanent obligation. A ship that looks busy but never settles is not an economy; it is a queue of risks.
This guide owns the cooperative route decision. It does not replace Trade versus Piracy, which decides whether a player should hunt enemy shipping, or Train Network, which owns rail geometry. It also does not repeat the structure reservation rules in Team Economy and Space. Read those pages after you have identified the route and its stop signal. Here, the question is narrower and more urgent: when should teammates keep a shared trade lane alive, and when should they stop feeding it with land, Gold, or attention?
When that decision must be assigned without voice, Quick Chat team coordination explains who should receive “Stop trading” or “Build Warships,” what confirms the phase, and when the request expires.
The engine does not have a teammate trade toggle
The most useful correction for Team arguments is simple: there is no ordinary “accept this teammate’s trade” switch. In the v0.34.17 source, PlayerImpl.canTrade(other) returns false when the two players are the same or when an embargo exists on either side. Otherwise it returns true. Team membership is not an additional manual permission. A player can be on your team, an ally, or an enemy and still be a legal trade partner if the bilateral embargo gate is open. That fact changes the first diagnostic: inspect the Embargo event, current ownership, and water path before accusing a teammate of refusing your Port.
PortExecution.tradingPorts() applies the next filters. It removes the owner’s own Ports, keeps only players for whom canTrade is true, and requires a shared water component between the source Port and a candidate destination. It then sorts by Manhattan distance and builds a weighted list. Higher destination Port levels receive more copies, eligible nearby Ports can receive a proximity bonus, and a friendly owner can receive an additional weight when the two Ports are not inside the short-range debuff. This is a preference system, not a promise. A level-three teammate Port is more likely than a level-one Port, but another legal destination can still win the roll.
The result explains several common reports. A Port can be visually close and still produce no trade because a narrow water connection disappeared after capture or a coastline is not in the same component. A teammate can build exactly what they promised and still see a long gap because the spawn attempt is probabilistic and the global fleet is saturated. A red or captured ship can make the arrival appear to belong to the wrong player, even though the route was legal when it left. Finally, an embargo on either side blocks future partner selection; the player who clicked the embargo and the player who was embargoed see the same relationship fail.
Make the diagnostic observable. Ask the route owner to name the source Port, destination Port, water component, last successful arrival, and last Embargo event. If one of those five items is unknown, the team does not yet know whether it has an economy or a picture of an economy. The embargo timing guide explains hostile embargo choices in depth; for a cooperative route, use its gate as a check, not as a reason to start a diplomatic argument. The fastest repair is often to remove the new blockage, protect the destination, or choose a different Port that still shares water.
Reserve geography and ownership before the ships arrive
Trade coordination is decided on land before a ship is visible. A teammate who takes every neutral tile between two Port sites may be “winning” a local FFA race while making the Team route impossible to build. The first reservation is the corridor: a compact interior strip that lets the Port owner reach the coast without exposing the only City or Factory to a single enemy push. The second is the terminal: the destination Port and enough land behind it that a captured shore does not erase the route. The third is the support pocket: a City, reserve army, or Warship path that can answer the first interruption. A route without these three shapes is a screenshot, not a contract.
Assign ownership in one sentence: “A pays for the Port and keeps the coast; B owns the City-to-coast land; C screens the water; D keeps the emergency troops.” This matters because structure prices, troop caps, and losses belong to individual players. The team may share the result, but it cannot spend an unnamed account. If B captures the only City that A needed for the Factory station, the route’s economic owner has changed even if all four players remain friendly. Re-run the sentence after every capture, disconnection, alliance change, or embargo. If the new owner cannot defend the terminal, pause upgrades and keep the Gold for defense.
Use the map shape to decide how much space to reserve. On an open continent, a short protected corridor with one fallback City is usually better than a long coastal finger that touches three opponents. On a narrow strait, keep a second land route because one bridge can be watched by every neighbor. On an island map, the Port terminal and the inland anchor must be separate: a Warship can protect the water while an enemy Transport threatens the landing behind it. On a compact map, the same Port distance can be legal but strategically expensive because every extra tile adds another border. Team formation is a precondition, not a cosmetic choice; use Team Spawn Formation when the route must be reserved during the opening rings.
The counter to greedy expansion is not a moral lecture. Mark the exact tile that closes the corridor, offer the player a useful alternative expansion, and set a checkpoint: first legal trade, first completed arrival, or a named defensive purchase. If the teammate refuses and the corridor is already closed, stop buying a Port that depends on their land. The route owner should pivot to a self-contained coast, a rail cluster, or a military job instead of funding a structure whose only value exists on another player’s unprotected tiles. A Team economy wins by preserving options, not by making every border equally long.
Measure completed arrivals, not a promised income rate
OpenFront trade is a probability and settlement system. A Port attempts to spawn ships according to its level, rejection history, and the global number of Trade Ships. The current v34 curve has an early boost, damping around a global fleet midpoint near 330 ships, and a late plateau. A smaller returned spawn-rate number means a trial is more likely; it does not mean a ship appears on a fixed schedule. This is why “we should get one ship every ten seconds” is a bad Team promise. Measure what completed, not what the formula might produce in an empty world.
For every observation window, record five values: completed arrivals, source and destination owners, travelled distance, Gold actually credited, and the current route blocker. A completed legal trade gives both Port owners the distance payout. The tagged formula is floor((75,000 / (1 + exp(-0.03 * (distance - 300))) + 50 * distance) * goldMultiplier). At a 300-tile route and a 1x multiplier, the base is about 37,500 Gold; at 420 tiles it is about 53,000 before any configuration change. These are teaching estimates, not guarantees, because route distance, pathing, multipliers, and settlement state can differ. Use the actual arrival ledger to decide whether the route is paying.
Use this compact ledger during a live call:
| Observation | Likely cause | Next action |
|---|---|---|
| No dispatch at all | Embargo, no eligible destination, or saturation | Check the bilateral gate and water component |
| Ships dispatch but never settle | Capture, blocked delivery, or lost terminal | Protect the destination and inspect the last ship |
| One short arrival, then silence | Competitor Port, route capture, or random rejection | Wait one more measured cycle before upgrading |
| Gold arrives but no purchase follows | The route has no named job | Keep the reserve and pivot the payer |
Compare the route against the next purchase rather than against a rival’s highlight reel. If a 300-tile lane completes three arrivals in one window, its owner may have enough Gold for a City or a defensive layer. If the lane completes zero arrivals because the destination was captured, the theoretical payout is irrelevant. If it completes one long arrival while a teammate’s short route completes four, the shorter route may be the better feeder even when its single payout is smaller. A route is valuable when it converts time and safe attention into a purchase before the next hostile event.
Use two observation cycles as the default checkpoint. One empty cycle can be random rejection. Two empty cycles with an unchanged, legal route suggest either global saturation, a path blocker, or a destination that is no longer eligible. Two cycles with ships dispatching but no settlement point to interception, capture, or delivery failure. Ask the route owner to report the last successful tick and the last visible ship, then choose one repair action. Do not add a second Port merely because the first one has not yet proven its route. Port versus Factory is useful for the next structure, but the trade ledger must earn that structure first.
Scenario A: the protected teammate route is worth feeding
Assume a six-player Team match on a large continental map at minute eight. Player A owns a level-two Port on a safe west coast. Player B owns a level-three Port on the same water component, 360 tiles away, with a City 70 tiles inland and a Warship patrolling the channel. Player C has the shortest land border and 180,000 Gold; Player D is the frontline anchor. The team has seen three completed arrivals in the last 120 seconds, and each owner received the expected distance-based payout. No Embargo event has appeared. This is a route worth feeding because the contract is concrete: B owns the terminal, C pays for the next Warship screen, and A converts the next two arrivals into City capacity.
The decision is not to spam Ports. C keeps a reserve floor for one Defense Post and sends the next 250,000 Gold upgrade only after A confirms the City-to-coast corridor is still open. B reports the last arrival and keeps the Warship between the terminal and the likely Transport lane. D does not take the interior tile that A needs for the second City; D takes a compact border pocket and names the enemy that would break the route. The next checkpoint is one completed arrival after the upgrade, not an imagined income-per-minute number. If it arrives, the team has evidence to continue. If it does not, the team inspects the water component and the Embargo ledger before buying another level.
Suppose the 360-tile route pays about 47,000 Gold at the current multiplier, and the team records four arrivals over the next 160 seconds. That is roughly 188,000 Gold for each owner before losses and spending, enough to make a City, a troop-capacity step, or part of a screen meaningful. The route still needs a stop condition: if a hostile Warship captures two ships, if B loses the terminal, or if an enemy landing opens a second border, the team stops scaling and moves the reserve to the new bottleneck. The route was valuable because it financed a named job; it is not sacred because it once paid.
The opponent’s best counter is to attack the terminal rather than the source. A short raid can force B to spend Gold on troops and leave the route legally open but economically empty. The second counter is to create a new Port on the same water component at a higher level, increasing the competitor’s weight and stealing some spawn outcomes without an explicit embargo. The team’s answer is measurement: compare completed arrivals before and after the new Port, protect the route owner, and switch the payer if B can no longer defend the terminal. A Team route survives pressure when its owners can change jobs without losing the contract’s information.
Scenario B: stop waiting when the route is no longer the plan
Now assume a four-player Team match on a narrow island map at minute twelve. Player E built a level-three Port on the south island and Player F built a level-one Port on a neighboring shore. They share water on paper, but an enemy captured the only shallow channel tile and a Warship now patrols the route. E has placed two Factories behind the Port and is asking the team to keep sending Gold. In the last 120 seconds, no ship completed, one ship was captured, and the team spent 90,000 Gold replacing troops on the exposed coast. The correct call is to stop scaling the route. It is not a teammate’s mysterious refusal; it is a failed terminal and a rising military opportunity cost.
Run the stop checklist in order. Route: does a legal shared water component still exist, and can a ship reach the destination without crossing the hostile component? Gate: did either player receive an Embargo event, and is the target Port still alive? Settlement: did any ship complete, or are ships being captured or blocked at delivery? Conversion: can the next arrival fund a purchase before the next enemy wave? If the answer is no at two consecutive checkpoints, the Port has become a sunk-cost story. E should stop Factory upgrades, move the remaining Gold to a City or Defense Post behind the new border, and tell F whether a self-contained rail or land plan remains.
The pivot can be gradual. First preserve the existing Port if it still supports a safe short route; do not delete a live option just because the old destination failed. Second, test one alternative destination on the same water component and record one completed arrival. Third, if water remains hostile or empty, move the payer’s next purchase to a train network or military screen. A train does not use the trade embargo gate, but it still needs eligible stations and a path. The Train Network guide owns that geometry; this page owns the decision to stop waiting for the ship.
Suppose the team has 400,000 Gold left, a City level costs 250,000, and the next enemy push reaches the island in 50 seconds. Spending all 400,000 on a Port level is indefensible: even a successful ship cannot settle before the push, while a City plus a reserve can raise capacity and hold the terminal. If the enemy retreats and the water channel reopens, the team can restart the route with a new checkpoint. A pivot is not an admission that the original idea was foolish; it is a way to preserve the next decision after the map invalidates the original one.
Failure modes and the counters that keep a Team route honest
The first failure is treating a missing ship as a teammate veto. The counter is to check the bilateral Embargo gate, shared water component, destination ownership, and the last completed arrival before sending a complaint. The second is claiming every tile around a Port. That closes the teammate’s City or Factory station and creates a route that can pay only one player. Reserve the corridor, assign the payer, and offer a fallback pocket before the first Port upgrade. The third is scaling through randomness: one rejected spawn becomes an excuse to buy level three. Record two observation cycles and one actual settlement first.
The fourth failure is counting ships instead of Gold. A busy channel can be losing if captures, short routes, or a low multiplier make the settlement smaller than the defense it requires. Record the credited amount and the purchase it funded. The fifth is protecting a route with no terminal reserve. If the destination Port owner has no troops, Warship, or retreat line, the enemy can make every future arrival irrelevant. Move the next Gold to the terminal before buying more throughput. The sixth is ignoring a competitor Port. A higher-level Port on the same water component can change weighted selection without any diplomatic event. Compare arrival rates after the competitor appears and choose the better route.
The seventh is using an embargo as a substitute for communication. An embargo blocks future trade in both directions and can create the exact diplomatic cost the team was trying to avoid. In FFA, use the specialized Embargo Timing and Trade Control framework. In Team, first confirm whether the issue is geometry, capture, or a route owner changing jobs. The eighth is assuming a train pivot is automatic. Trains do not need the trade relationship, but they still need a legal station cluster and protected land. If the rail path is broken, a Port failure has merely become a Factory failure.
Mode and map settings change the thresholds. In a large open FFA, an enemy can contest the route directly and piracy may be the correct comparison. In Team, the shared corridor and the terminal owner matter more than a personal payout. On islands, reserve a Warship and a land anchor; on straits, reserve a second route; on compact maps, shorten the corridor and raise the reserve floor. If Factories, Ports, Trade Ships, or alliances are disabled, remove those assumptions from the contract. A good checklist survives settings changes because it asks what completed, what is legal, what is defendable, and what the next purchase must accomplish.
The operating checklist and the next decision
Before placing or upgrading a Team Port, say the route in one sentence: “Source A to destination B, shared water component C, payer D, screen E, first checkpoint one completed arrival, stop after two empty cycles or a terminal loss.” If the sentence cannot be spoken, delay the purchase. After the first ship, record the actual distance, Gold credited to both owners, and the current relation or Embargo state. After the second checkpoint, choose one of three states: keep because the route funds a named job; repair because one gate changed and a single action can restore it; or pivot because the route cannot pay before the next threat.
This checklist also fixes the social problem seen in community reports. A teammate who says “trade with me” may be asking for a water component, land access, a Port level, or a military screen. Ask which one is missing and give a time-bounded answer: “I can keep the corridor open until the next City; after two empty cycles we switch to trains.” A teammate who stops sending ships may have lost the route, accepted an embargo, or moved their economy because the terminal became indefensible. A shared checkpoint replaces guesswork with a report the whole team can act on.
Keep the economic and military ledgers together. A trade route is not good because it produces Gold; it is good because the Gold arrives before the team must spend on the next border. A Port level that returns 188,000 over four arrivals but costs a Warship, a Defense Post, and an exposed City may be worse than a smaller route with a safe terminal. Conversely, a short route that funds the exact Warship that protects the only crossing can be the team’s best purchase even when its payout looks modest. Value is conversion under pressure, not a number detached from the map.
For follow-up, use Team Economy and Space to reserve the payer’s City, Factory, Port, and rail footprint; use Trade versus Piracy when a route turns into an enemy-capture question; and use Team Naval Control when the terminal needs a Warship assignment. If a route remains legal but no longer changes the team’s next decision, close the contract and keep the Gold. The best Team trade is the one whose owners can explain why the next arrival matters, how they will protect it, and exactly when they will stop waiting. That explanation should fit in one message, because a route that needs a paragraph of excuses is already consuming more attention than its next arrival can repay.
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