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Maquiladora
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On Trade, what about giving some commerce bonus from the trade routes too because as it stands now the player NEVER needs to build trade routes. Even if gold was more scarce, devoting time and resources to caravans would still be counter-productive to what you *could* be building, ie settlers, units.
It would also add back a great layer of strategy on city placement that CTP2 sorely misses that CTP1 had. It doesnt need to be as powerful and overwhelming as CTP1 trade was, but some commerce bonus (as commerce basically wins the game in CTP1/2) from trade routes would add more strategic depth on city placement, rather than just placing cities in a perfect pattern on the coast.
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MrBaggins
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I was thinking that trade BETWEEN nations should be made sigificantly more valuable... so that there is a compelling reason for peace.
Perhaps the gold from trade should influence science, but only be significant when its international trade?
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Gilgamensch
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France
Jun 2002 time: 06:29
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Not sure if the AI will be able to handle it..........
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MrBaggins
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The AI *SHOULD* be able to handle it... in CTP2 trade route creation is abstracted, so you don't HAVE to get the caravan unit to where you want to trade to.
This makes the AI's trading job exponentially easier.
We might consider reducing the number of units that can break the routes, too.
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Gilgamensch
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France
Jun 2002 time: 06:29
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MrBaggins,
I was reffering to your International/National difference...... Not sure if the human couldn't take advantage of it.
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MrBaggins
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If we can base this on cost analysis (which the AI can do well) and ensure that the AI can build better, then the AI would seem to be competitive, at first glance.
Also consider that trade encourages peace, which should extend the game, and deepen the experience.
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ahenobarb
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What will happen with open source is that there are going to be several branches/varieties of CTP2 that develop over the next few years. Anybody here remember Rogue, Hack, and Larn (Unix game in the mid 80's)? I think we should focus on lifting the mod limits and fixing the bugs first. Once we have a clean version of the game then it's time to move on to implementing new features.
However, no everyone will want the same features, so the game will develop in branches (Will Cradle need a "space" feature?). There should be an official Apolyton game (CTP2 with the bugs fixed) that everyone can use as a reference/starting point.
It is difficult enough combining SLIC scripts -- Cradle and City expansion anyone? -- imagine combining source codes. If you want to do that, you need to get a C compiler. To the greatest extent possible we should try to make changes in total to the .cpp files that were used to craete the game. This way you can slip in a new .cpp file to your compile and use the changes fairly easily. The trouble will come with the small tweaks that require manually altering small parts of the code.
Check out freeciv to get a glimpse of where we are headed! http://www.freeciv.org/
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ahenobarb
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quote: Originally posted by ahenobarb
To the greatest extent possible we should try to make changes in total to the .cpp files that were used to craete the game. This way you can slip in a new .cpp file to your compile and use the changes fairly easily. The trouble will come with the small tweaks that require manually altering small parts of the code.
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Without getting too far ahead of ourselves, we should probably consider selecting people to be the "Jedi" for different .cpp files. That is, they manage a team of people working on changes to a specific .cpp file and once it is functioning, they post the official new version of the file for use in the next compile.
This will work until the baseline version is created. After the baseline is done, chaos reigns!
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Solver
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Apolyton Duke Of Something
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Latvia, Riga
Sep 2000 time: 07:29
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Well, when there are many programmers, of course, they do it that way, some work at GUI, some at AI, some at MP, and whatnot.
However, with our (very) limited man resources, I believe that every programmer on the team will end up changing code from every area.
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Locutus
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ACS CTP1/2 Manager & Civ4 Co-Manager
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Hengelo, The Netherlands
Nov 1999 time: 06:29
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As for Trade, I would personally (eventually -- this is long-term thinking) like to completely revise the trade system. In real history, trade is of the utmost importance for all civilizations. Up until recently, historians used to think that civilizations were built on war (which at least partially explains why war has always been such a major ingredient in Civ games), but new research has proven this to be false: civilizations are built on trade. The very first civilizations that ever existed (Sumer, Minoans, Harappa, Shang, Caral, etc) came into existance because they developed increasingly complex ways of organizing society to cope with increasingly large and complex trade networks. In more recent times, colonial empires accumulated an unprecedented amount of wealth and power thanks to trade networks of unprecented scale. And today the US is a world power largely owing to the many American companies selling American products all over the world.
I'd like a trade system somewhat similar to Civ3, but more advanced: like Civ3, you need certain goods in your recourse box before you can build certain units. To get these resources, you must have them in your radius, or you must be connected to a network. But contrary to Civ3, IMO this shouldn't be a road network but rather a trade network. If you have a city with iron and a city with gold, you can only take advantage of the iron in city 2 by creating an iron trade route with city 1. The same with the gold: city 1 needs a gold route with city 2 to be able to take advantage of the gold. Both building and mainaining trade goods should come at a cost, which similarly to PW should be subtracted directly from the national income (not sure yet which resource(s) should be used for this). So no more building of Caravans.
Aside from that, I agree with MrBaggins that foreign trade should be much more valuable than national trade and that trade should contribute to science as well.
Of course, this system of mine would be a huge change with major implications on other parts of the game (the AI, for one thing). It would be a huge undertaking to implement and I'm sure not everyone will like it, so it shouldn't be part of a "official baseline version", to use Solver's terminology.
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