 |
|  |
 |
|
Exile
|
 |
of the Benighted Realms
Sep 2000 time: 23:16
|
|
I can't recall ever having created a caravan via event, but it seems as if I've played a scenario where that was done. Can't recall which one, though.
Yeah, Harry, I did think about the "trade = raw materials idea," and although it approximates this relationship, it's not exactly right.
And the truth is that I have no idea how or why the trade is so remarkably lucrative in AoI. Didn't plan it that way, and my testing process kept pushing the tech paradigm higher and higher because of it. Mega-trade-payoffs, unhappily do not equal the value-added thing or simulate the way that factories located in industrialized nations exploit resources from around the world. I was trying to think of some way to pass along resources, in whatever way, to manufacturing centers elsewhere in the world. The only things that I can come up with are ad hoc solutions that a perceptive civ player would be able to subvert.
(Btw, dled and played Gold Gulch for a little while. VERY innovative and adventurous. Lotsa fun.)
|
|
|  |
 |
|
AGRICOLA
|
|
Canadian bush & Florida
Feb 2003 time: 00:16
|
|
quote: I can't recall ever having created a caravan via event, but it seems as if I've played a scenario where that was done. Can't recall which one, though. |
Both Red Front 1.4 and 1.5 as well as Second Front. Nemo did some interesting things with freights.
|
|
|  |
 |
|  |
 |
|
Boco
|
 |
who was once King for a week.
Jan 2001 time: 00:16
|
|
Here's a couple of valuable references for trade. Great Libary Index #2 on Apolyton and Great Library Index #2 at Slowthinker's site contain these links:
With the knowledge of these links, you could very likely 'program' cities to produce particular commodities. AFAIK, no one's done this for a few reasons. It's a steep learning curve, and most likely you will need to sacrifice a scenario's geographical accuracy to achieve such specificity. 
These links can also help you to calculate rewards for trade routes. In vanilla Civ2 these calculations are quite accurate. If there's interest and no other xls out there, I could cobble together a Payoff Calculator (did I say that ).
On topic, let's try to shoot down Harry's idea, because it strikes me as pretty good. A trigger in a 3rd world country creates a high cost, 0mf unit intended for disbanding in the 'processing' city. Triggers could be UnitKilled (perhaps with a BribeUnit modifier, e.g. bribers are 'purchasing agents'), as HT suggests, or CityProduction (employing a 'resource' city that has the unique ability to produce a particular unit or improvement). One problem is that the events hard-code links between resource and processing cities. Unless the created unit is mobile.... If it's mobile, weak, bribable, and created in a geographically important location, then you could simulate a need to keep trade lanes open. But then you're back to a slightly modified version of Civ2's original trade paradigm. 
Any other thoughts on this?
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:16. Apolyton Time is 00:16. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|