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cyclotron7
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Drowning in Schnitzel
Jan 2001 time: 21:12
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...something else?
I would have asked this in the latest resource thread, but it is going on four pages and so I thought I'd start a fresh new one.
With new screenshots and reports on the trade system, our vision of "the caravan question" in Civ3 is getting a bit more focused. But since we have not come down to it yet, and since I am a sucker for hearing other people's opinions, let's have at it!
There are actually more choices than just caravan/no caravan. Observe:
Unit: The Civ1&2 style of trading, using a fully mobile unit that only forms a trade route when it reaches another city.
Features: You have more physical control over the caravans, which in turn allows your enemies more control. In other words, with a unit system your enemy can prevent a trade route from ever occuring by blocking your caravan. The downside is that there is a potentially long wait until your route is established, causing some people frustration and slightly discouraging trade.
Improvement (sort of): The CTP style of trading. The CTP caravans still require shields, but are build in the city and remain as abstractions past that point.
Features: Caravans cannot be waylayed by enemies, but you can still be proactive and stop enemy trade from happening by disrupting or occupying the production of enemy cities. This version eliminates downtime apart from building the unit.
Abstraction: A theory, so far. There would be NO caravan unit or improvement, but instead your cities would trade automatically when they worked that good.
Features: Suprisingly, Civ3 seems to be leaning here. The idea of goods automatically travelling to other cities has been mentioned, so this could be the method of choice. The possible downside is that you have less personal control (some like that, some don't) and it is impossible to stop routes before they happen short of taking the enemy goods (and thus the cities) yourself.
Me? I like the improvement idea. What about you?
And as a footnote, I happen to like the "flying squid" graphical representation of trade routes in CTP. Why do some people not?
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- Cyclotron7, "that supplementary resource fanatic"
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SerapisIV
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Hartford, CT, USA
Feb 2001 time: 00:12
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I like the abstraction idea, its simple, in Civ trade was always annoying, this way it gets done and penalizes civs that don't build infrastructure, an anit-ICS strategy and more realistic Civing, without making it less fun.
I think its already been established that caravans aren't returning. The preview in CGW says trade occurs between cities connected by roads or harbors, so infrastructure is important to trade, not caravans.
A city with a special resource in its borders then trades it with all cities with whom its connected by road or harbor. Again no caravans, I'm real happy about that.
[This message has been edited by SerapisIV (edited April 25, 2001).]
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Stuff2
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I think it's a pain in the ass moving around hordes of units, especially non-combat ones. Still, the most important in my opinion about trade is that you can control it through embargos, blockades and tariffs.
I'd like to see 'non specified' trade routes. Trade routes between cities (or provinces). Between these two places any kind of goods can be traded. Maybe a city can have about three or four traderoutes (unless it's a capital it should contain a few more possible traderoutes). Maybe some improvements could increase the number of possible traderoutes. These traderoutes will eventually appear of it's own if you don't bother yourself with it. But the option to prevent or establish new traderoutes bye the government should be included no matter type of system.
Improvements for increasing trade: (just suggestions)
- Palace (capital city usually get to be trade center)
- Market place (no need for explanation)
- Bank
- Seaport
- Airport
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Lord_Davinator
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Kathmandu
Nov 2000 time: 10:42
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ya I think you got a point there Stuff2. Initially the capital only should have the ability to trade... the other cities need a marketplace... and the city improvements improve the trade.
I think the automatic one will be the best...its kinda boring making caravans and moving them all over the world.
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belusa
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Brussels, Belgium
Apr 2001 time: 05:12
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I also like the abstraction idea better, so all your cities can profit from the goods and you don't have to bother about making trade routes yourself. You have a good idea there Stuff2, increase the number of trade routes with some improvements ... I like it!
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samurai
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Kristiansand,Vest-Agder,Norway
Sep 2000 time: 05:12
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I think that the trade should be something that you personally do in one way or another, like in CTP you had to build them, and establish them.
It should take rescources to build them, so if you want to trade, you cannot build an army instead.
Another great feature about the trade system in CTP was that you had to build cities nearby the rescources, and the more rescources of the same kind made the income of trade bigger. And if you built marketplaces, banks etc it makes the income even bigger.
This way I always placed some cities fare from the "main trading city" to gain the extra gold. This cities bacame the outscirts of my empire.
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Mokael
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I personally like the third option. Probably the only thing that annoyed me in Civs is, as somebody already mentioned, hordes of non-combatant units that you had to move around. mannualy.
CTP systems kinda blows to -- if you manage your eceonomy right, spending time on finding the best trade route (or who's the idiot that pirates it) is not worth your time.
Trade should be automatic, dictated by supply of resources and demand for goods.
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Gammaray fan
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I think we are all agreed that the Civ1+2 style caravan system is out.
That leaves the CTP style system - which I personally liked, and the abstract system. Since we don't need another CTP, or another CIV2, CIV3 should go for an untried system - the abstract system. However, the challenge and the fun of civ comes from personally managing your empire, whether it be building military units or anything else. Trade should be part of the challenge even in an abstract system. The reason why trade was neglected in previous civ games, was because 1. it was pretty inconsequencial, and 2. there was no fun challenge
Thus the abstract system should address these two points...
1. make the gold from trade significant, so that cities MUST trade if they are to become a major power. (FIRAXIS decision to make military units supported by gold addresses the other significance problem, namely that gold is useless because they are only needed for the upkeep of buildings)
2. Make trade one of the ongoing challenges throughout the game. Since moving caravans is a VERY boring challenge, we need a new one. The challenge should come from building roads to link your empire and other empires, buildings railroads to link all your cities and to other civs cities, building marketplaces, banks, harbour's, and airports, and finally by use of a 'trade rate' (like tax rate, science rate, and luxury rate)which determines the amount of money you devote to encouraging trade in your empire. Thus this creates a new challenge in the game - building infrastructure, which would be an alternative to the 'science rush' or the 'military rush'. This would create an entirely new breed of civ player, not simply militarist or scientist, but trader! Furthermore, to emphasise this new third element in the game, there should be a victory condition linked with trade...
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cyclotron7
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Drowning in Schnitzel
Jan 2001 time: 21:12
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About routes:
The second big query I have is about the graphical representation of routes. The aim of route graphics is to make a route easily acessed, but not "in the way" graphically.
City Screen routes: Civ2 style. Routes are not graphically represented, only noted as such in the city screen.
Features: Although this way never clutters the screen, routes are hard to access and trace, and it is almost impossible to look at trade in the big picture.
Main Map "Flying Squid" routes: CTP style, and my personal favorite. Routes are shown as lines, with/without moving icons of the good traveling down that line.
Features: Easy to see and trace, but you have to go to a different screen to show the results of those routes and it interferes a bit graphically. One noticable bonus is that the concept of piracy as it stands can only be implemented by a main map route, since only these have a definite and visible path.
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- Cyclotron7, "that supplementary resource fanatic"
[This message has been edited by cyclotron7 (edited April 26, 2001).]
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