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Shadowstrike
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The Glorious Land of Canada
Jul 2000 time: 00:12
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Lately, I've been playing CTP2 quite a bit, and I've got to say that I'm impressed with some of its features. The trade model for one.
Civ2 uses a method involving getting caravans into distant cities. Not too realistic by any means but it was effective enough for Civ2. CTP2 uses a differnet approach. It puts every caravan unit produced in a "pool", and you can establish trade routes by using up a number of caravans and sending a "good" (more like a terrain special) from a city you control to another city. The longer the distance, the more caravans are used. The profit is calculated from a formulae which incorperates the distance of the destination, the size and who controls it.
While CTP2 does use a more realistic, and more effective system, it is far from perfect. Small tweaks, such as allowing the sending more caravans for extra profit (since they can carry more) and conversely less for less profit (when the caravans are not readily availible).
Your thoughts on this?
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*grumbles about work*
"Where hope has no champion, evil reigns supreme." - Magic the Gathering
"Peace and Prosperity through Democracy" - UAS Motto
"And thus begins Ragnarok, the end of all things..." - Starchild & YYYH
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Diablo, Bro. of Mephisto
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Salt Lake City, USA
Oct 2000 time: 05:12
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I have not played CTP2 yet, but it sounds like a good system, could you explain it a little more to me?
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Pangaea
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Toronto, Ontario, Canada
Dec 2000 time: 05:12
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Yes, I never understood why my sugar from London to New York would go through Beijing?
the Chinese would be like "thanks for the Sugar, yankee"
heh
Also, as you get more advanced, you change from sending sugar and spices to sending cars, and electronics, and the more "luxury items" and such your city aquires, the happier the people are....
Also, maybe have trade depot tiles, where all the good for a certain area can be dropped off/picked up, and dispersed to cities in the surrounding area (like the warehouse) because to get, for example, Belgian Chocoalte from Belgium, you wouldn't need to make a trade route with every city you want to sent it to.... you send it to a distributor, and they get it out.
just my two cents, but at the way the US-Canadian exchange is, is worth about 1 cent
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-=Pangaea=-
31291353
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Shadowstrike
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The Glorious Land of Canada
Jul 2000 time: 00:12
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Those are some good ideas. The advancement of goods as time passes.
However, the inclusion of goods as something you must manage to buy and sell as well as make will make the game much more complex. For one thing, micromanagement would go through the roof. Consider that eve if a simple system is implemented, one where iron could be imported, and converted to cars in an Automobile Factory (a city improvement) and then sold off, that would quickly add up. 10+ routes would be hard to manage. That said, one-step manufacturing chains like this one would be relatively easy to manage, but once we got started on the complex chains, micromanagment adds up.
In my dreams, Civ3 should not exceed a hundred goods, and there should not be a single two-step chain (i.e. iron ore to steel to automobile). However unrealistic, we must balence with acceptable gameplay. The game would bog down too much if we tried to recreate the entire economy. We can create a "global" economy, but we can never hope to duplicate the real world inside a strategy game based on running a nation! 
I hope Firaxis reads this idea....
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Pangaea
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Toronto, Ontario, Canada
Dec 2000 time: 05:12
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heh, if it didn't have a different trade model, it'd be like Sony TV over a Panasonic... sure they have different names, but its pretty much the same on the inside... heh
But, I digress...
I like Don's ideas about making the elephants from elephant trading places.... but it shouldn't only be cities, it should be through your entire empire (for things like elephants) so that if one of your cities is trading elephants, all the cities close by can make them too....
Also, maybe having resources added to the map as you go farther along... like people didn't really find a lot of the Oil in the middle east until fairly rescently....
And maybe make fresh water a resource... because there is so little of it in the real world....cities in a desert would have a heck of a time geting water, unless someone was shipping it to them (in the modern times, when water consumption is high, and you can build pipe networks)
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-=Pangaea=-
31291353
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hHydro
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Vancouver, Canada,
Nov 2000 time: 05:12
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In regards to making trading commodities required ingredients for units/advances/happiness; This is some really great thinking by everyone, but I think this model has one big flaw in that it would muck up play balance.
The example I will use is Uranium. People have suggested that uranium should be required to build nukes, or to improve cities with nuclear plants or whatever. The same could be said if you require silicon for computers or a rainforest tile for medical miracle cures.
The biggest problem is the playbalance issue that comes up when you are winning a game, and all of a sudden you find yourself in the nuclear age with no uranium. I would NOT like to hammer through a whole game only to find out that I'm screwed in the nuclear age through no fault of my own. That's not what I call fun.
And likewise, the idea that you should see uranium deposits on the map at the beginning of the game is wrong. Prehistoric civilizations would NOT know to build their town next to the uranium deposit so they can develop weapons of mass destruction in 4000 years.
Lastly, this is simply not Age of Empires; I don't want to have to balance my supplies of 'food, wood, stone, and gold' in order to build my civs. Trade has been important in history, but I think the current solution (after some MINOR improvements) is a better idea than turning trade tiles into a commodity.
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hHydro
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Vancouver, Canada,
Nov 2000 time: 05:12
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Unfortunatley, that implies once again that a successful civ must be a huge civ. I don't necessarily like having huge civ's. I would rather that they impliment large inefficiency penalties for large civs, but of course that's a topic for another thread.
Revealing the resources at the appropriate tech level is the logical way to do it, but it doesn't change the fact that you could get to the nuclear age and suddenly find out that you have no uranium.
Like I said, there's some great thought going into this thread, but at a fundamental level, I just think this addition adds extra management, and very little extra 'fun' to offset it.
Suddenly having to manage my supplies of 20+ different trade goods to ensure I'm getting an adequate supply is just more work unless they manage to wrap it into one helluva slick interface. ESPECIALLY if, as per your example, I also have to convoy the goods to the town that intend to use it.
The stuff you guys are talking about would make a neat 'early trade route' game though... hmm... "Sid Meier's Marco Polo" maybe? 
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Dom Pedro II
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The College of New Jersey
Nov 1999 time: 05:12
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Ah, but hHydro, you have, in fact, just given even MORE support to the concept of the market system.
You said you DON'T like having huge civs. Unfortunately, that is a necessity in Civ II. You absolutely need to have one of the larger civilizations. The great thing about that the market system is that through shrewd placement of cities and swapping of territory, you can horizontally integrate yourself into a vital market.
I call this the OPEC manuever. You can beat the game by gaining control of 90% of the world's oil or some vital commodity. You need not have more than a half dozen cities, and a small army, but the other countries of the world will HAVE TO allign themselves with you in order to be able to keep there armies and cities functioning.
And despite the QUANTITY of trade routes, it will not become unmanageable. The reason is that once a trade route is established, it continues to function until it is cancelled through war or lack of interest. So in fact maintaining 100 trade routes is the same as maintaining 5. It requires as much work which is NONE! The computer automatically adds the number of units of each commodity to each city inventory each turn. And unless you have HUGE projects like several wonders or MASSIVE military expansion... you will not even need to be concerned about city inventory!
And I don't know about you, but I rather HATE having the game all wrapped up by 1300. Anything that can throw a monkey wrench in the game can only make it more challenging.
And I DO think that uranium deposits should be on the map even if you can not trade them. Because the logic that prehistoric civilization would not know to build their cities near uranium deposits has no validity when it comes to civ. A leader of a country in medieval times would not be thinking of what technologies to research in order to get the space ship. And even blind research will not help because you still know what happened over the course of 4,000 years. So it should be a sacrafice... one that I'm perfectly willing to make.
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hHydro
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Vancouver, Canada,
Nov 2000 time: 05:12
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Firaxis has said that they plan to limit the effects of ICS and BIAB, so I don't imagine that this trade model is needed to restore balance. I will conceed however that it can't hurt if it does help that balance. But as I said earlier, it would have to have one hell of a slick interface.
The only point I'm trying to make is that if you start a game and within 10 turns find that you're on a tiny island while others are on huge continents, you can restart if you feel your starting position is grossly unfair.
I do not want to find out 600 turns into the game that I'm equally screwed because I've no access to something vital to my growth.
I don't mind the tables being turned suddenly (for good or bad) but I want it to be something I could have avoided. If I make a bad strategy decision and I get beaten down for it, that's fair.
Final word; I'm not fighting against an improved trade engine, however just like how the secret to success in Civ2 is having a huge empire, I don't want Civ3's secret of success to be having the best bonus trade tiles in your possession.
It should be a PART of this complete breakfast, but it shouldn't be the Froot loops, toast, jam, milk and OJ all rolled into one. 
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Dom Pedro II
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The College of New Jersey
Nov 1999 time: 05:12
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Well, I hear the both of your reservations... I understand. We will definitely need a more trade conscious AI. There should be a power rating of trade that makes them just as submissive to the economically powerful as the militarily powerful.
Second, I think that city improvements should not be bound to any sort of raw materials for their construction. The reason being that many structures can be built of all sorts of materials.
And I think all Infantry units should not require any materials either.
And Iron along with a few others, should be extremely abundant. Actually, you should be able to have a sliding gauge of the different resources (or types of resources). That way you could put Uranium EVERYWHERE if you wanted...
But I seriously think that ALL raw materials should be exposed when the game starts. And many can be transplanted (Cotton, Tobacco, etc.), so you can work a little bit with your surroundings.
The best thing to do is corner one market and make it so that the AI HAS to trade the uranium if you have none. Or beat the game before nukes are developed by any other civilization.
The reason for trade goes beyond just balancing the big civs with the small ones. It goes into war too because you can blockade and cut off vital resources to your enemy. Actually thats what got me thinking about it. I was reading about the anaconda plan in the Civil War, and I said, that would be a good strategy in Civ, but OOPS completely undoable. I want to rectify that!
It establishes a whole new plane of diplomacy. It also is historically acurate because after all Money makes the world go 'round....
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