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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:32
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I agree with Tamerlin about the trade routes. I did see the ai build 2 routes, but think it's totally counter productive to build any, even between cities connected by roads.
I strongly doubt that trade routes provide that much extra gold. I usually get thousands of gold per turn without actively trying to get them, and not even trading (wish it was like that IRL), so having to pay for lots of caravans is pretty painful.
About roads, how are sea tiles counted? Does the cost to cross them decrease with seafaring techs? Eventually making them cheaper than railroad?
I also wonder if the routes provide benefit to both parties? Here's how galciv works for comparison: 50% profit for sender, 50% for receiver. This results in heightened relations for people you trade with. Don't know if it can be done?
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:32
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quote:
I agree with you when you write that a trade route should benefit both sides... I also think that a civ (along with the human player) should be offered the opportunity to refuse the creation of a Trade Route (though it could have an effect on your reputation, of course).
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These are very good points. Remember to bring this up when we get around to re-doing the trade system.
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tyrantpimp
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It seems to me that people are sour about the trade route situation. I found the new implementation to be decent enough and playable. However in the spirit of compromise I have a theoretical solution that could prove practical.
Instead of penalizing for lack of infrastructure with high caravan costs for early trade routes. Why not just allow early trade routes to be less efficient. This would reflect the attrition damage caravans would experience wondering through untamed lands. With every upgrade in infrastructure a gold bonus could be given to the trade route, this would reflect the increase in capacity of caravans and their increased survivability and speed.
The solution may not be perfect but it lends to the realism that was sought after in implementing the new system. At the same time it appeals to the "fun factor" of gameplay.
(If this idea is floating around already then please disregard, I havent been following the forum lately.)
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Maquiladora
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Tamerlin has the right idea, IMO.
As long as trade routes in CtP2 give only gold, they wont be valuable enough, alright, maybe if they gave 100 times as much gold, but thats silly.
In civ3 gold supports units, in civ2 trade routes give trade arrows, which gets portioned into science, trade is very important in both games. In CtP2 gold is used for rush-buying and maintenance, so what if i can buy a few more units? Maybe if i built that other building earlier my city instead of all those caravans it would be more developed anyway. Trade should give commerce... or something more important than gold will ever be in CtP2.
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Maquiladora
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Hi eRAZOR, one of your problems might be this, from CtP2FAQ thread:
quote: Originally posted by Maquiladora
Q63 Why does my Multiplayer save game sometimes get corrupted and wont re-load and crash when we try to resume?
A63 One possible reason for this is because when you saved the Multiplayer game a player is terraforming on a tile.
To avoid this bug DONT save a Multiplayer game (that you plan to load later) when anyone is terraforming.
Q64 Sometimes when i reload in multiplayer the game will resynch EVERY turn, for a few turns.
A64 This is because a player was building a tile improvement when the game was saved, and the game will resynch until the tile improvement is finished next time you load the game.
Dont save the multiplayer game when someone is in the middle of terraforming or building a tile improvement.
Thanks to Cloud99 for this, hope i got it right... |
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Maquiladora
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Of course, but as theres no network specialists working on the code IIRC, then its unlikely at the moment.
This is the 500 post of this thread so no more posts here, reply to the playtest in the new thread here, http://apolyton.net/forums/showthre...threadid=115144
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eRAZOR
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quote: Originally posted by Maquiladora
Of course, but as theres no network specialists working on the code IIRC, then its unlikely at the moment.
This is the 500 post of this thread so no more posts here, reply to the playtest in the new thread here, http://apolyton.net/forums/showthre...threadid=115144 |
Roger that.
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