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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Call To Power II > CtP2-Source Code Project > DESIGN/PLAYTEST: Trade & Caravans
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The Big Mc is offline The Big Mc
King
Of the universe / England
Oct 2001
time: 05:36
  Old Post 25-06-2004 12:51 Visit The Big Mc's homepage!
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#31 Report this post to a moderator
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Gilgamensch

The same goes for strategic recourses.

Gilgamensch is offline Gilgamensch
King
France
Jun 2002
time: 06:36
  Old Post 25-06-2004 13:14
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#32 Report this post to a moderator
Increase the size of your Attachments

A good idea (to a certain extent), but bad concept/implementation

I am not so good in writing code, but me thinks this will be hard to implement. Which resource shall be given priority? Which deals shall be allowed? Under which circumstances shall it be a war about it?

If you set those levels too low, it wouldn't do any good. If you set them too high, it would be useless.

Just thinking of Civ III: Like the resources giving you hapiness. Get them all and no problems anymore. AI hardly ever tried to get them. Nice exploit for the human. This I don't like at all.

I know it is hard to have a really good AI without cheating, but at least it shall be balanced in it's approach. (espacially if you give more than one victory possibility)

Tamerlin is offline Tamerlin
King
Toulouse (South-western France)
Apr 2002
time: 06:36
  Old Post 25-06-2004 23:44
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#33 Report this post to a moderator
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I agree with you The Big Mc, the Strategic Resources should be positive and should not be as limitating as they are in Civ3. Though I rejected the idea of limited Strategic Resources applied to CtP2 I would at least give a try to "positive" Strategic Resources. But as everybody knows it, it will be difficult to make sure the AI is using them efficiently... without the kind of crude cheats that make me dislike Civ3.

The Big Mc is offline The Big Mc
King
Of the universe / England
Oct 2001
time: 05:36
  Old Post 26-06-2004 00:20 Visit The Big Mc's homepage!
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#34 Report this post to a moderator
Avatar Enlargement: We've got the solution

The AI needs work(understatment) we all no that but that’s another thread.

As I see the main purpose of the tread is a brainstorm of ideas around trade .
We have

Current system

Trade goods found at the start to make money. (Pointless)

Potential new systems

Strategic goods
Positive goods
Randomise the appears of goods throw all the ages.
Remove goods at the end of ages.
Trade pop around cities (possibly in a different thread.)
Slave trading (possibly in a different thread.)
Hide deep see terrain and goods(different thread.)
Trade food (can prevent starvation)

BureauBert is offline BureauBert
Chieftain
Vienna, Europe
Apr 2003
time: 06:36
  Old Post 26-06-2004 01:09 Visit BureauBert's homepage!
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@ Flinx:
Sorry for the late answer and thanks a lot for the information:

quote:
I have never noticed any bugs (...) set "Cities Per Good" to 2 (...) colour of the good changes from black to red, to indicate that the good is currently being traded, and the second best option is now listed first


After playing CTP2 for some years (and i am still actually playing it from time to time ) I have to admit that I never noticed this system - I guess I had always set Cities per good to 1 and I always assumed that 1 line represents 1 possible trade route, red standing for "already in use, no more options" . Can the "Cities Per Good"-option be found in some textfile, too? And did possibly someone change it's value in the playtest version?
So finally this is another bug I haven't found but another lesson I have learned

Flinx is offline Flinx
Prince
Toronto, ON CANADA
Nov 2001
time: 00:36
Question  Old Post 30-06-2004 08:54 Visit Flinx's homepage!
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#36 Report this post to a moderator
Freight Cost Proposal for CTP2:AE Tired of ads?

code:
Terrain Type Freight00 Freight0 Freight UNDERSEA_TUNNEL 5 10 3 MAGLEV 5 10 3 RAILROAD 5 20 5 ROAD 5 33 7 River 5 50 5 DEAD 5 100 9 DESERT 5 100 9 PLAINS 5 100 9 GRASSLAND 5 100 9 SWAMP 5 300 27 JUNGLE 5 600 54 FOREST 5 200 18 TUNDRA 5 100 9 GLACIER 5 500 45 HILL 5 200 18 BROWN_HILL 5 200 18 WHITE_HILL 5 200 18 MOUNTAIN 5 600 54 BROWN_MOUNTAIN 5 600 54 WHITE_MOUNTAIN 5 600 54 WATER_BEACH 5 33 5 WATER_SHALLOW 5 33 5 WATER_KELP 5 33 5 WATER_REEF 5 33 11 WATER_SHELF 5 33 5 WATER_DEEP 5 33 5 WATER_RIFT 5 33 5 WATER_TRENCH 5 33 5 WATER_VOLCANO 5 33 5 SPECIAL1 5 100 9 SPECIAL2 5 100 9

What do people think of the freight costs proposed in column 3?

no roads = >1.8 x 1.1 patch over land, = 1.1 patch over water
roads = 1.4 x 1.1 patch over land, = 1.1 patch over water
railroads = 1.1 patch
maglev & water tunnels = 0.6 x 1.1 patch

Attachment: trade.zip
This has been downloaded 2 time(s).

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:36
Post  Old Post 30-06-2004 18:54 Visit Martin Gühmann's homepage!
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#37 Report this post to a moderator
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Nice Flinx that we can discuss it here before you post it somewhere.

In general I think the values are too low. They don't allow much balancing. And another thing is that roads are more expensive then rivers that doesn't make sense when the movement of roads and rivers are equal. And Actual I prefer it that a trade route follows a road than a river.

But so far until I modify the internal hard encoded trade coefficent the values seem to be ok.

-Martin

 
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