513.7

**Released** - *05 November 2020*

**New Feature: Markets**

* A new Market structure has been added
	+ Markets must be connected to a nearby Warehouse to function
	+ The Warehouse must be connected to a Farmhouse for full functionality
	+ The Warehouse acts as a repository for trading resources for the Market
	+ Trade Routes may be created between Markets
	+ Preferences for Resource Trading may be set on the Markets
	+ **Markets DO NOT currently Trade**
	+ Markets trading is in testing and bug fixing and will come with a later patch
	+ Trading will be automated based on preferences set on the Market
	+ A successful trade will generate some amount of Gold Coins
	+ Markets have 150k health and are difficult to destroy
	+ Crafting a market requires the Advanced Automation skill from the construction tree and may be done at a Smithy
	+ Some Trade and Market tuning values are configurable for private servers (edited)

**Sea Forts**

* Updated the terrain of the Sea Fort island
* Simple cosmetic updates to the look of Sea Fort structures (this art is still a placeholder)
* Adjusted respawn times for some structures on Sea Forts (walls still respawn fast)
* Made some Sea Fort tuning values configurable for private servers
* Updated data on the map about Sea Forts (owner and tax rate are shown)
	+ Now only shown when zoomed in
	+ Performance while map is open should be improved
* Increased Defense Tower's damage resistance
	+ Explosion Damage Received: 100% → 70%
	+ Explosive Barrel Damage Received: 100% → 10.5%
	+ Catapult Boulder Damage Received: 100% → 28%
	+ Ballista Damage Received: 100% → 7%
	+ Added immunity to melee attacks and liquid flame
* Modified Tower Wall's damage resistance to match Defense Tower
	+ Explosion Damage Received: 31% → 70%
	+ Explosive Barrel Damage Received: 31% → 10.5%
* Increased damage dealt by Defense Towers
	+ Explosion Damage: 100 → 250
	+ Direct Damage: 180 → 500
* Bug Fix: Sea Forts can no longer be captured on PVE servers
* Bug Fix: Players will no longer spawn on Sea Forts

**Misc**

* Bug Fix: The map no longer flickers
* Bug Fix: Warehouses can no longer be placed on ships

**Sever Config**

New variables for Sea Forts, Markets, and Trading have been exposed for server configuration (add to BaseServerArgs of the JSON file):

```
; Trade
BaseTradeIncomeGoldAmount = 10; Base amount of gold a Trade Route generates per server it travels through, as the crow flies
TradeIncomeGoldIntracompanyScalar = 0.5f; Multiplier for trading within the company
TradeIncomeGoldAllyScalar = 0.5f; Multiplier for trading with allies
TradeMarketCoolDown = 300.0f; Delay between starting a new shipment if one has begun
TradeRouteShipmentMaxWeight = 1500.0f; Combined weight of all resources in a trade, shared between both shipments
TradeRoutesMaxPerMarket = 5; Max number of trade routes each market may have
MaxAllowedTradeShipsOnServer = 5; Max number of -real- ships allowed on a server before they queue up
VirtualShipFactorServerMax = 8; used to balance rate of real v virtual ships
VirtualShipFactorVirtualDecay = 0.8f; same
VirtualShipFactorRealGrowth = 0.5f; same
VirtualShipDelayInSeconds = 60.0f; How long it takes a virtual ship to travel through a server
; Control Points
ContolPointLandClaimTime = 1500; how many seconds it takes to claim a Sea Fort from neutral
ControlMaxClaimTaxRate = 30; Maximum percent out of a hundred that a Sea Fort can tax a ship using it
ControlPointCostLimit = 100; Total amount of build points a Sea Fort may have on it for defenses
ControlPointAggressionDecayTime = 60; How long a Sea Fort remains aggro at someone who attacked
ControlDestroyedDefensiveStructureAutoPlacementDelay = 600; How long it takes for the Sea Fort to start rebuilding
ControlPointNeutralStructureAutoPlacementDelay = 120; Delay between each rebuild step

```
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