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  • #46
    Updated.
    I'm building a wagon! On some other part of the internets, obviously (but not that other site).

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    • #47
      Re: Re: Re: Re: I give the Camle back!!!

      Originally posted by filix


      I think hundreds of caravans are good, where is the problem? The abstract caravan is just something that carrys goods not an animal

      And i think there is no need to have the option to explore with a caravan, you have other units for that work. Like i said i like the old trading system

      Hundreds of caravans is bad, if its a unit you control - too much micromanagement - no problem if its just eye candy, i suppose, but thats not what i had in mind.

      Yes you have other units to explore with, but why should i have to build with another when ive got a caravan? Historically explorer/trader/diplomat werent such seperate functions - explorers carried trade goods with them, as late as Henry Stanley and the scramble for Africa in the late 19thc. (see Thomas Packenham "The Scramble for Africa")
      "A person cannot approach the divine by reaching beyond the human. To become human, is what this individual person, has been created for.” Martin Buber

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      • #48
        One way to do this, I suppose, is to have an explorer unit that acts as a caravan initially as well as explorer. Then after the discovery of a certain technology (trade or whatever) the explorer becomes obsolete. As a replacement, automatic trade routes are started, GalCiv or SMAC style.

        Its an option, anyway.
        I'm building a wagon! On some other part of the internets, obviously (but not that other site).

        Comment


        • #49
          It's been mentioned by others many times but I really would want something akin to the model in the game "Colonization". There you had qualifiable resources which you could trade, also prices for goods. More importantly, you had "FINISHED GOODS"!

          Like in Colonization, I would really like to add FINISHED GOODS to the economic/trade system of Civ 4. This would be great and would allow greater depth & realism. Then you could export/import these finished goods based on supply/demand prices, etc to increase happiness, money, etc. Military Units could also need finished goods to function just like Dragoons needed Horses & Muskets in Colonization. This would also mean that the game is better balanced between miilitary and economic as currently it is mostly a military game.

          Finally, I would like to be able to import/export military hardware! If we did that, we could now have the ability to help an ally by providing him with tanks, planes, ships, etc. This is good b/c you could provide a backwards civ with advanced units without providing him the techs to build it himself (or you could find yourself in that situation). This would also lend itself to proxy wars or Vietnam/Afganistan Wars! The big bad "Russians" invade poor/backwards "Arabia" to get more oil but don't wan't to fight Russia itself (for war wariness and other reasons? Export a bunch of mech infantry to them!

          Or perhaps you and another super-power could sponsor some low-level proxy war instead of duking it out between yourselves, etc. etc.

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          • #50
            Here is my ripoff-idea about trade:

            I think it should work neatly in both SP and MP games. A World Market (WM) including all civs connected in the trade network(e.g. by ports AND abstract caravans) and in conjunction with the city trade output, should be the core of the economic system.

            In a WM using resource pools from suppliers, relations between civs would seem to be irrelvant to the market. That's often the way it is IRL, so then we must introduce boycots. Then we would have to base the WM-possibilities on reputation and perhaps government. That's why resources should be quantified, so that your prices per.item will drop according to the different transparent factors. (this could in fact include a mathemathical model determining the price out of foreign relations and supply/demand calculation)


            Quantifying them with an output per resource-tile, would seem more realistic too. Then, tile-impr. could enhance that output as well. If your output is too low and you cannot get more from the WM, then your production of certain units would be limited. In this system resouce-tiles cannot be as scarce as with Civ3, but rather output limited for each tile so ther would be realistic competition. Ok, I admit: A bit Victoria-inspired this as well, but wouldn't it be great?
            Last edited by ThePlagueRat; January 15, 2004, 22:07.
            My words are backed with hard coconuts.

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            • #51
              For instance:
              - Democracy trait: better prices on the WM.
              - Despotism trait: poor prices on the WM.
              - Communist trait: boycot more effective against democracy.

              Boycot from democratic X and Y against democratic Z:
              - Z's export price for a resource that X and Y buys on WM would fall due to no demand from X and Y regarding Z, and then modified due to democracy, making it fall just slightly.
              - Import prices for Z on resources in which X and Y are bidding, would rise due to no supply from X and Y on the resource, and modified due to democracy, making it rise just slightly.

              Boycot from commie X against democratic Z:
              - Z's export price for a resource that X buys on WM would fall due to no demand from X regarding Z, then modified by democracy, countered by communist trait, making it fall...
              - Import prices for Z on resources in which X are bidding, would rise due to no supply from X on the resource, and modified by democracy, countered by communist trait, making it rise...

              Or perhaps we can swap the traits, what would be most realistic?
              My words are backed with hard coconuts.

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              • #52
                Re: Re: Re: I give the Camle back!!!

                Originally posted by lord of the mark

                hundreds of caravans in late games clearly bad.

                A few caravans in early game, exploring, suddenly coming upon a previously unknown city and selling goods there - good.

                Dont know how they might do this, though.
                How about allowing to move units in stacks, won't that reduce the "many caravans/freights" tedium?

                The lack thereof is a major nuisance to me in Civ 2. I'm currently chasing the conquest record as the Turks in the WWII scenario and moving one howie at a time across the Russian steps is really frustrating...

                If an option existed that allowed me to move as many as I like, much of the boring mechanics would vanish... Let's say that you gather all the howies in one square, right-click and get several options including "Move as stack"... Same thing with camels/freights...

                Carolus

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                • #53
                  Caravans would all have different destinations though, leaving stack movement as a sub-optimal solution for this problem. For military though, it is great. And probably already suggested in the appropriate thread.
                  I'm building a wagon! On some other part of the internets, obviously (but not that other site).

                  Comment


                  • #54
                    Ok, but it was also mentioned that caravans should not be a unit type but a transparent function. I second that motion, and in conjunction with a WM, each caravan could expand your access to the WM, by adding a new trade (buy or sell) on a resource you choose, the price could be determined as I mentioned above. Then there had to be many more and new resources in the game.
                    My words are backed with hard coconuts.

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                    • #55
                      Defending caravans

                      How's this for an idea: Use CtP-style trade routes - that is, visible routes on the map that can be interfered with by other nations. However, to actually pirate or disrupt trade, a unit would need to stay in one place on the route for a fixed number of turns - like, 5 or so.
                      Yup! That's good. To improve it a little bit: imagine you could build caravans with different strentght of escort!?

                      Caravans with no escort shall be cheap, but also easy to pirate!

                      Caravans with some escort shall take a little time to pirate.

                      And so on.
                      You can send a caravan of horses unguarded to a nearby city, and also send an escorted caravan of diamonds to a far city.

                      The turns required to pirate a route would depend on how much guarded is the caravan.

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                      • #56
                        In modern times, do not let distance factor into corruption. Hawaii is no more corrupt than New York. modern communication should eliminate distance based corruption. It should be averaged based on # of courthouses etc.

                        Rework science so you dont waste beakers. Go back to civ 2 style, but with limits on sci rate and make if harder to get to <4 turns in late game.

                        Same with shields, allow excess shields to go to next project. If I have enough to build a tank and a coastal fortress, I should be able to select the tank, then next turn select coastal fortress and get it immediately.

                        RESOURCE DEPLETION

                        I think the resource scarcity in C3C is the wrong way to go. I would rather see more resources, but have depletion rates that occur with building units, building, improvements. No more random disappearances. Depletion rates should slow with tech discovery. For example. Building Swords will deplete iron, but researching construction cuts the depletion rate. Building rails would deplete Iron and coal. This would discourage railing everything. Also, bring back farmland for food bonus. If you deplete your resource it is gone and doesnt reapper until you discover a tech that might reveal more i.e. better processing or upon mining a square.

                        Horses: No depletion, cannot "lose your horse source", though opponent can gain horses in this manner. I hate it when I "lose my horses"..grrrrr Did I really keep them all where the enemy could take them.

                        Iron: decent depletion rate early, become much less later, esp. with modern techs, like miniaturization.

                        Rubber: fairly fast depletion rate early, esp. for tanks, etc. resource not required after tech allowing sythetic rubber is researched, maybe Synthetic Fibers. have resource not appear on jungle/forest cut down to grass/plains. This may make u think twice before you cut those trees.

                        Put Oil on Coast/Sea: requiring city with resource in its working radius with offshore platform too gain the resource This plarform would appear on the map and could be pillaged. Better have a good navy...

                        Also make number of resources dependant on map size and well # of civs. Bigger map mean more resources, but those resources are more likely to deplete as amount of depletion per unit/building will deplete will remain the same.
                        Last edited by CiverDan; January 25, 2004, 20:52.
                        Citizen of the Apolyton team in the ISDG
                        Currently known as Senor Rubris in the PTW DG team

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                        • #57
                          Trade Routes
                          Line in the map (CTP2 like)
                          Piracy only by Privateers and Raiders
                          Others units can pirate but it is a Act of War
                          Piracy do not break route
                          Pirates get what was in the Route + Gold need to buy it
                          "Kill a man and you are a murder.
                          Kill thousands and you are a conquer.
                          Kill all and you are a God!"
                          -Jean Rostand

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                          • #58
                            Have your Foreign Minister automatically tell you how much gold a rival would want in addition to what else you are offering, and how much gold they would give you for what you are tentatively offering.

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                            • #59
                              FROM THE SPANISH COMMUNITY LIST

                              27. The ability to bring food to other cities.
                              «… Santander, al marchar te diré, guarda mi corazón, que por él volveré ». // Awarded with the Silver Fleece Medal SEP/OCT 2003 by "The Spanish Civilization Site" Spanish Heroes: "Blas de Lezo Bio" "Luis Vicente de Velasco Bio" "Andrés de Urdaneta Bio" "Don Juan de Austria Bio"

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                              • #60
                                I don't like the idea of trading food. The food which actually affects total population tends to be staples, such as grains or potatoes. Certainly, food does get traded long distances, but those tend to be luxury goods in the main.
                                The sons of the prophet were valiant and bold,
                                And quite unaccustomed to fear,
                                But the bravest of all is the one that I'm told,
                                Is named Abdul Abulbul Amir

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