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Ision
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Well count me as the lone voice against the popular idea of unit trading.
I have 2 problems with it:
1. It's one thing to be able to have a small 'mercenary force' that you can send to assist one of the AI's. But, ourtight unit trading is a bit riduculous. I know that CIV3 is a highly-highly abstracted game. But the idea of 'trading (giving away)' 40 modern armor to an AI CIV that is at war and doing this without any repercussions - is crazy. Exactly how does one explain to 250,000 German Infantrymen that they are now Mongolian Infantrymen! Even if the trade is not an outright give-away, and is a; 20 of my Cav for 30 of your Infantry type things - this still pushes the concept of 'game abstraction' to an absurd level.
2. More importantly, the AI is already dead 'stupid'. To add this particular feature to this AI would be yet another overwhelming 'Human advantage'.
As an MP option it might be an interesting idea. But in SP - no way. We humans have more than enough advantages already.
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Dominae
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I agree: unit trading only makes sense in MP, from a strategic perspective. I can only imagine abuse with respect to this ability in SP games against the AI.
Dominae
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Spiffor
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CPA - Evil Clone brigade
Nov 2001 time: 06:28
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Ision :
It is no mystery that I am a very big fan of Unit Trading. So, let me please answer your concerns.
1.
Unit-trading, taken as a 'mercenary force' is realistic, despite being abstract. During the renaissance era, mercenary forces were of extreme importance on the battlefield, and were the most important part of the forces. For example, the Marignan battle of 1515 (between France and Italy IIRC) had nearly only Swiss pikemen fighting each other.
At that time, a few countries were specialized in being mercenaries, which was the business of a significant chunk of the population (Switzerland and some German principalties).
The importance of mercenary forces in European warfare declined as the States became more centralised and more able to mobilize troops by themselves. The States preferred to rely on their ability to raise troops rather than depending on foreign countries.
The invention of nationalism and the draft made mercenary armies totally obsolete in the West, since it was now easy to raise troops. However, weapon trading remained a juicy business, and still is today.
In today's Africa, mercenary forces continue to be an important asset in the military, even though the African countries are slowly able to raise troops by themselves. Mercenary forces are handled by private companies, some from the West (Gbagbo's Ivory Coast is rumored to use the services of a British mercenary company).
So, unit-trading is realistic, even though it doesn't represent exactly the same before and after nationalism. Before nationalism, whole units (weapons + people to operate the weapons) were traded. After nationalism, only weapons were traded. Since military units don't eat up population in Civ3, these are exactly the same from a gameplay point of view.
2.
Firaxis has done a great job to make sure the AI understands a feature. The few features that have been added in PtW (outposts / radars / airbases) are used quite adeptly by the AI.
The big interests of unit-trading can generally be understood as :
- giving some immediate help to an ally in need.
- giving some immediate help to a non-ally who is threatened by a rival
- getting money, techs, or whatever.
Of course, for the AI to understand these concepts, it will require quite some work. But it doesn't look impossible to me. After all, so far, the AI has understood tech trading, resource trading, alliances etc. I don't see unit trading being infinitely more complicated than the already present diplomatic features.
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Fosse
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U.S.A.
Mar 2002 time: 23:28
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I think making all units regular is a fine idea... it makes building units at home still a preferable option 9 times out of 10.
I don't like leasing ideas, because units die... the last thing I'd want is to get a rep hit for leasing a unit that the AI winds up killing...
I don't like the idea of automatic upgrades/downgrades as far as type of units though. If I sent MA to a civ that doesn't have the right techs, the units don't transform into tanks... it'd be weird. Civs should only be able to receive units from other civs that they have the tech for. If you want to give that medieval civ modern armor, then give them the techs too.
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Fosse
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U.S.A.
Mar 2002 time: 23:28
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I think that the tech advancement that lets one build a unit, for balancing purposes, should be viewed as a basic understanding of how to use that unit. The countries that don't have the capacity to build tanks, still know what they are and how to work them - in Civ terms they "have the Tank advance."
If unit trading isn't restricted to known advances, then the player could never spend the money or time to research or buy military tradition, and still buy hordes of cav... and similar things.
For design sake, the requirement to build the unit must be met.
For civs that don't have the resource or the production base to build those units though, trading is a great - and realistic - option.
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Rommel2D
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ACS Staff Member / Hosted Site Admin
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Upper Midwest
Feb 2003 time: 23:28
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quote: But most weapons purchases in real life include training, spare parts, and sometimes maintenance support. This could easily be implicit in Civ weapons trades. That's why if you capture arty without the tech it is destroyed, no support. But if you buy it from someone they give you the needed assistance. |
A very clear real world example of this was back in the early 70s when the US gave Libya (I think) a number of F-14s, along with the technicians and mechanics to keep them working. When Quadaffi came to power, all the US support people went home, the fighters all 'developed' little problems that kept them grounded, and not one has been used in combat, although they still have them, IIRC.
In Civ3 terms, advanced tech units could be traded like any resource, for 20 turns or until the deal is broken, when they are returned or destroyed.
Hmm, I seem to be in the wrong thread... :-]
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Ision
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My first point about unit trading was not to suggest that there is no historical precedent. However, The dynamics of this game make what is being proposed absurd and highly unhistorical. What we are talking about here are NOT small mercenary units assisting another Civ, or the sale of equipment to another nation. Unit trading on the scale being proposed is not the same as the USA selling 30 F-15's and 50 Tanks to Israel. It would be tanamount to the USA 'giving away' 250 F-15's, 1000 Tanks, 200,000 Infantrymen, ect ect... Lend Lease during WW2 was very generous, but come on! This is more than a small stretch, or minor abstracting. To allow a massive military give away to a small battered CIV at war with a dominant CIV moves the game from an abstraction to a complete unrealistic fantasy.
The only way to incorperate this into the game in a reasonable fashion would be to have severe restrictions on the total amounts allowed to be traded or given away. Perhaps no more than 5% of your total military (even this is quite a stretrch!). Also, repeated or large trades to a CIV already at War should at some point trigger a DOW by the opponent CIV's on you as a result.
Personally, I still don't like it. It just seems like a cheap exploit. If you really want to wound that other dominant CIV. Be a man, declare war.
As to the comments about the AI being able to reasonabaly handle Unit Trading - yeah right. Lets just say, thank god they created the huge AI cheat advanatages through the levels - otherwise the game would be unplayable.
CIV3 is my favorite game. Unit tradeing in a very very limited manner (with heavy pro-AI advantages) I could live with. Even in MP unit tradeing should be greatly limited. Personally, the game is great without it. Why bother.
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Spiffor
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CPA - Evil Clone brigade
Nov 2001 time: 06:28
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quote: Originally posted by Ision
My first point about unit trading was not to suggest that there is no historical precedent. However, The dynamics of this game make what is being proposed absurd and highly unhistorical. What we are talking about here are NOT small mercenary units assisting another Civ, or the sale of equipment to another nation. Unit trading on the scale being proposed is not the same as the USA selling 30 F-15's and 50 Tanks to Israel. It would be tanamount to the USA 'giving away' 250 F-15's, 1000 Tanks, 200,000 Infantrymen, ect ect... |
There is little unrealism to that. As I said, some countries in the past have specialized in mercenarying, and almost all their forces were leased to great powers. This behaviour has stopped because the countries became able to raise troops by themselves. In today's world, we have seen that most weaponry from the Arab countries has been bought to the Soviets or to western countries, that nearly all Vietnamese weapons came from China + USSR etc. And yes, we are talking huge amounts here.
If there is a threat taht justifies selling / giving away a real chunk of the military potential, the countries can do it. But today's countries do prefer to keep their troops for themselves 
quote: Lend Lease during WW2 was very generous, but come on! This is more than a small stretch, or minor abstracting. To allow a massive military give away to a small battered CIV at war with a dominant CIV moves the game from an abstraction to a complete unrealistic fantasy. |
Not quite. During WW1, French and British ground forces were united under the same command (led by a French Marshall). In Civ terms, it would mean the Brits have given all their ground troops to the French, and took them back after the war.
Today, all NATO troops can be under the same command. It would mean all NATO countries basically 'give' their units to the US until the end of the war (NATO is the military structure that comes along the Atlantic Alliance). Yes, we are talking huge amounts here.
quote: The only way to incorperate this into the game in a reasonable fashion would be to have severe restrictions on the total amounts allowed to be traded or given away. Perhaps no more than 5% of your total military (even this is quite a stretrch!). Also, repeated or large trades to a CIV already at War should at some point trigger a DOW by the opponent CIV's on you as a result. |
I don't think you should be limited in the amount of your military that you can trade or give to other countries. However, I agree with you that unit-trades should quickly lower the attitude of your client's enemies towards you (resulting in war if you don't take other steps). OTOH, It should quickly raise your client's attitude with you. This way, if you deal units to all warring Civs, they all remain neutral to you.
As a matter of fact, I think all trades with a Civ at war should make this civ's enemies more angry towards you, with unit-trading being the fastest angrying factor.
quote: Personally, I still don't like it. It just seems like a cheap exploit. If you really want to wound that other dominant CIV. Be a man, declare war. |
I feel this precisely is a flaw in Civ3 in comparison to Civ2. In Civ2, you could pay countries to wage wars for you, and give them units so that they are more efficient while fighting your rivals. The 'puppet master' features allow for a builder strategy for those of us who prefer to build rather than to fight. Besides, unit-trading can work both ways, and if you are a warmonger, you may be able to buy your units to the AI if you need a quick (yet expansive) surge.
quote: Personally, the game is great without it. Why bother. | Because it would make the game better IMO.
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wrylachlan
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It doesn't need a trading cap or a resource requirement, all the problems you bring up could be balanced by the cost and attitude adjustment. The AI wouldn't sell you techs above your tech level without a significant premium, therefore it would still in most cases be more economically viable to spend the money on science, except in a close war where you have more cash than production capability, or maybe you have lots of gold in your coffers.
As for the other way around, the problem of giving away useless units to the AI to burden it with upkeep... wouldn't the AI just disband???
And giving arms to another country to fight a proxy war, that should really piss off the country that is getting hit by those weapons.
Seriously these aren't game-breaking problems, just balance problems.
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