Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Alternative Civs > Freeciv > Hwat does the trade equation look like?
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
04.Sep: `FC` 2.0.5 COMPLETED AND RELEASED
27.Jul: `FC` 2.0.4 COMPLETED AND RELEASED
16.Jul: `FC` 2.0.3 COMPLETED AND RELEASED

bottom of page
  
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
Martin the Dane is offline Martin the Dane
Prince
Aarhus, Denmark
Feb 2000
time: 06:15
  Old Post 30-08-2001 02:55 Visit Martin the Dane's homepage!
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
What does the trade equation look like? Support Apolyton, buy Galactic Civilizations: Deluxe Edition

I have been playing Freeciv a bit, but have not been able to figure out how the trade system works. Could anyone supply the equation, or just the factors in determening the benefit fo creating trade routes. As it is now, I almost exclusevly use Caravans/Freights to build wonders.

Martin the Dane

Last edited by Martin the Dane on 30-08-2001 at 03:00

Jing is offline Jing
Freeciv Developer
Toronto, ON
May 2000
time: 21:15
  Old Post 13-09-2001 08:55
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

In Freeciv, the trade bonus is calculated as following:

( trade of city #1 + trade of city #2 + 4) / 8

If both cities are on the same continent, the bonus is reduced by half.
If both cities belong to the same player, the bonus is also reduced by half.

The one time gold/science bonus is calculated as following:

(trade of city #1 + trade of city #2) * (distance between cities + 10) / 24

The same reduction factors apply as above.
In addition, once the player discovers Railroad, the one time bonus is reduced by 1/3 (i.e. multiplied by 2/3). It is multiplied by 2/3 again when the player discovers Flight.

Compared to Civ2, traderoutes are severely under valued in Freeciv. That's why they are seldomly used, if ever. I once submitted a patch to correct the situation, but it never got into CVS. Neither did the modified version by the then administrator, as I just found out to my dismay. But fear not, I am ready to try again as soon as I get reliable infomation on how exactly it is handled in Civ2.

CapTVK is offline CapTVK
King
Voorburg, the Netherlands, Europe
Jan 1970
time: 05:15
  Old Post 15-09-2001 02:14 Visit CapTVK's homepage!
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Suffering from ads?

I can help you with that Jing. Although I must warn you that the trading model in civ2 is very similar to the first one. The demand and type of resources now play a role in the gold/science bonus (trade arrows remain the same). I would rather see the resource model ala Civ3 implemented directly. But we should aim for civ2 first.

Martin the Dane is offline Martin the Dane
Prince
Aarhus, Denmark
Feb 2000
time: 06:15
  Old Post 15-09-2001 19:29 Visit Martin the Dane's homepage!
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Increase the size of your Attachments

quote:
I would rather see the resource model ala Civ3 implemented directly.

Is that somthing like the CTP model, or has someone actually come up with something that resembles trade?

Why not use a system where only goods found within the city perimeter can be sold, including food. So that the city selling the stuff, would gain gold, for whatever is sold, while the recieving city, will gain the trade good.

Jing is offline Jing
Freeciv Developer
Toronto, ON
May 2000
time: 21:15
  Old Post 16-09-2001 07:07
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Support Apolyton

Thanks, CapTVK. I have already received reliable info on the Civ2 model. However, I am not going to try to implement the supply and demand system, as it is generally considered too cumbersome by those who came before me. All I want to do is to correct some of the mistakes in the current implementation, thus make trade routes more relevant in the game. So in the end, it will still be the watered down version of the Civ2 model as it is now, but with numbers more inline with Civ2.

The mistakes in the current code are:

--The trade bonus should be double the base amount if the cities are on different continents.
--The one time gold/science bonus is not affected by whether the cities belong to the same player or are on the same continent.

Without the supply and demand system, the one time bonus could only be apprximate. A fudge factor of 3 seems to be a reasonable compromise.

I believe most of these were in the modified patch by Jeff. All I have to do is to update it and submit it again.

CapTVK is offline CapTVK
King
Voorburg, the Netherlands, Europe
Jan 1970
time: 05:15
  Old Post 16-09-2001 22:40 Visit CapTVK's homepage!
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Full PM-box? Change here!

quote:
Originally posted by Martin the Dane

Is that somthing like the CTP model, or has someone actually come up with something that resembles trade?

Why not use a system where only goods found within the city perimeter can be sold, including food. So that the city selling the stuff, would gain gold, for whatever is sold, while the recieving city, will gain the trade good.


Martin,

Trade is far more important now in Civ3. You now need resources to build specific units (e.a battleship needs iron+coal). Combined with colonies (a bit like the depots in RR) that can be established outside your cities trade will become very important.

I wonder how this could be implemented in Freeciv. It would require a completely new trading systems plus new resource squares.

Think along the lines of Civ and Railroad Tycoon combined.

Jing,

What do you mean by a fudge factor of 3? Is the bonus multiplied by 3x?

Jing is offline Jing
Freeciv Developer
Toronto, ON
May 2000
time: 21:15
  Old Post 17-09-2001 00:30
Edit/Delete Message Reply w/Quote
#7 Report this post to a moderator
Got spare money?

quote:
What do you mean by a fudge factor of 3? Is the bonus multiplied by 3x?


That's correct. This is because the base amount is multiplied by 2 anyway in the calculation towards the final bonus ammount, and when the demand is met the payoff is even bigger. In the end, a multiplier of 3 is a conservative but reasonable compromise, IMHO.

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:15.
Apolyton Time is 00:15.
    top of page
Rate This Thread:
Forum Jump:
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
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0306 seconds (88.63% PHP - 11.37% MySQL) with 30 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net