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KyuuA4
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It'd be nice to have a system where trade is done on a city to city basis... BUT... that's way too much Micro-management and/or Processing requirements.
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:35
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The Civ3 system had many good elements to it but, for my money, the CtP I and II system worked MUCH better from a strategic level-as trade routes were something you could see-and attack-neccessitating some kind of defense. However, even THIS system was not perfect, as it was TOO easy to pirate and disrupt trade routes.
So I would personally like something between Civ3 and CtP I and II. Trade routes which are visible to the trading partners when they want to see them, but are only visible to others under certain circumstances.
Then once a trade route is visible, it should be possible to pillage and/or blockade said route-but attempts should not yield automatic success.
All we really know, in regards to Civ4, is that your trade routes CAN be made visible using an appropriate filter, but that is all!
Yours,
Aussie_Lurker.
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DerSchwarzfalke
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I would love to see an upgrade to the resources distribution on random maps, too. How many games did I start over because iron or saltpeter was nowhere in sight and impossible to capture because the people who had it also had iron and gunpowder units far superior to mine ...
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Cvetin
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Skopje, FYROM
Apr 2002 time: 05:35
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has anyone proposed involving something like the orion trade concept, but not for resources and luxuries. how about a trade agreement which would generate cash for both sides, depending on the size of cities and mfg? when signed, the game would compute how much money will such a deal be worth (say 100gp) and the better developed side would get like 65 and the underdeveloped - 35 gp per turn. it would force you to make and keep friends, the AI should be reluctant to trade with you, even though it will bring her money, if you're aggresive. but you will also be able to force someone into this agreement, like the US did to Japan and I know Britain did the same to France after the 100 or the 30 year wars, not sure which.
for resources, imo, the popularity og age of discovery conq proves that piracy (attackable see and land trade lanes) is a must
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DeathByTheSword
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soon to be a major religion
Nov 2001 time: 05:35
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quote: Originally posted by The_Aussie_Lurker
The Civ3 system had many good elements to it but, for my money, the CtP I and II system worked MUCH better from a strategic level-as trade routes were something you could see-and attack-neccessitating some kind of defense. However, even THIS system was not perfect, as it was TOO easy to pirate and disrupt trade routes.
So I would personally like something between Civ3 and CtP I and II. Trade routes which are visible to the trading partners when they want to see them, but are only visible to others under certain circumstances.
Then once a trade route is visible, it should be possible to pillage and/or blockade said route-but attempts should not yield automatic success.
All we really know, in regards to Civ4, is that your trade routes CAN be made visible using an appropriate filter, but that is all!
Yours,
Aussie_Lurker. |
maybe make it the same as ctp but only pilageable near the city of orgin and the target city...seeing as on the big wide open ocean it is hard to find one ship but you all know where they are going...thus making coastal defence much more importent...tech advances can widen the area of pirating...
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alms66
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Louisiana
Oct 1999 time: 23:35
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quote: Originally posted by Cvetin
has anyone proposed involving something like the orion trade concept, but not for resources and luxuries. how about a trade agreement which would generate cash for both sides, depending on the size of cities and mfg? ... |
Multiple levels of these types of treaties would be nice:
Trade Agreement - +10% to both sides
Free Trade Agreement - +20% to both sides
Common Market - +25% to Common Market partners, -5% to other trade partners*
*The penalty to other trade partners should cause a slight negative to diplomatic relations.
This in addition to a CTP2-like trade system would be preferable...
quote: Originally posted by DeathByTheSword
maybe make it the same as ctp but only pilageable near the city of orgin and the target city...seeing as on the big wide open ocean it is hard to find one ship but you all know where they are going...thus making coastal defence much more importent...tech advances can widen the area of pirating... |
...add this in and the system would be darn near perfect.
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fuji
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If there were artificial choke points on both land and sea, trade pillaging could be implemented.
I would wager that most of the worlds tradable goods are moved on specific routes over land and the shipping lanes are well defined across the ocean.
Perhaps that should be implemented, something similar to the CTP system. It wouldn't necessarily need to be harder to pillage, it would need to be easier to defend automatically without micromanagement.
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Vince278
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The nice thing about CtP is the trade routes were graphically illustrated.
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Vince278
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I'm amazed that real trade routes, like the Silk Road, even managed to exist.
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Vince278
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The potential for highway robbery was extremely high. I don't know how they managed to secure it.
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Cvetin
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Skopje, FYROM
Apr 2002 time: 05:35
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i was thinking... we should have a world market established sometime in the late middle, early industrial ages, probably with the discovery of magnetism (when the brits started connecting the whole world through their trade ports).
how about establishing a East Indies tea company great wonder? It would make the owner city a center for trade and give it, dunno, 5% on all transaction? the transactions would look something like this: all the specific resources and luxuries together. like a coal market. say five civs have a total of 10 coals. they all participate in the market and each of them uses coal depending on a production index produced shields + total population. so, a country with 3 coals would have 3o% of production share, but if it is a large country, with a lot of factories, and is more developed then the other four, it might use 40% of world coal and it would have to import another 10 percent of world coal production for a price (we can put the price for every resource market at 100gp and it would have to pay additional 10gpt to the civs who produce excess coal, and the city which has the great wonder would charge 1gpt for the effort).
a small civ, without little industry and a small population, but with same 3 coals, would also have 30% of the producing market and would be a net exporter, for a good profit.
we could use this same principle for luxuries, only industry would not play a role here. the price of gems on the market for a civ would be dependent on the population and the gnp of the civ.
this can be made fairly easy for the player, coz all it would take is join the stock exchange in the city which is the center of world trade. it can even be obligatory for all rep. and dem. civs (no democratic country today can get out of the world trade, like the Us and Arab civs are in war, and huge trading partners at the same time). only commie and fascist states would be able to manipulate their share of number of resources (and especially luxuries) they want to trade on the stock exchange.
this is not a case for piracy, i'm afraid. in case of war involving a large exporter, it can increase the price of coal on the world market. so if you attack a small country with a lot of coal, other big importers may get angry at you and do a kuwait on your ass. if you manage to take it quickly and kill off the civ quickly, then the market can be back to normal in no time.
if a civ holds more then 1/3 or 1/2 of the market in coal, it should be able to dictate the price, but just to a degree. maybe, for complexity, we can add OPEC cartel like mutual agreements between the biggest producers?
i think this would give a nice background to the wars in the industrial ages, and would keep a player on his toas, forcing him to go after new and new resource sources.
what da ya'all think?
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