I know that many people here want detailed and incredibly functional trade and commerce models. Civ has, however, been a game of many high level abstractions, and it stands to reason we might not get to (or have to, depending on your perspective) control every last coin of currency or ignot of iron that trades hands.
Since that possibilty exists, I think it might be fun to discuss how we would like trade and commerce represented in Civ 4 assuming we will have little or no more control of it than we have in the past.
I'll get things started by submitting for discussion a little system I thought about on the way home from work today. One clarification: I am using the word trade to mean exchange of resources, gold, technology, and other valuables as we currently see in Civ games. I use commerce to mean the money generated by your empire that you get to use (ie, trade arrows).
Fosse's Commerce Proposal
I would like to see the ridiculous-when-you-think-about-it system of worked tiles generating commerce done away with. To Civ 3, people find gold on the ground, and can find more of it when someone builds a road.
I propose that no commerce be generated by tiles. Insead, the number of citizens in each city will help to determine that city's "commerce potential." This potential would represent the exportable goods the city generates as its people go about their life.
My next step is to make every city engage in commerce with every other city by default. This means that the Romans are ALWAYS trading with Carthage. The citizens of Athens are constantly bringing Greek goods to Persia, etc. This constant activity generates gold for the player based on the commerce potential of the two cities, and that gold represents the government's cut (tarriffs and taxes and whatever else).
Basically, this means that SMAC's system of bases engaging in commerce with bases when under treaties or pacts would always be in place. You can think of your empire as having constant trade routes with everyone else. But what is the player's role in increasing commerce? And how will roads help?
I think that the amount of commerce generated for each party should be increased for the distance between the two cities, and decreased by the travel time ( in movement points) to get from one to the other.
That means that, until roads are build, you can only enage in commerce with near neighbors. Building roads to those neighbors makes the trading more lucrative for both parties. Undertaking huge road building efforts to connect, say, Europe and China, will result in lucrative routes.
I think that this would simulate goods from distant lands being rarer, and thus more valuable, while accounting for the costs of transportation. Some cities will be so distant from each other that the travel penalty will negate the commercial potential until rails and fast ships, and so on.
That's it, in a nutshell. I haven't touched on trading resources or techs, or what have you, and I wouldn't even know where to begin coming up with functional formulae for all of the results. This just struck me as a neat way to model trade.
Some miscellaneous points:
Civs could embargoe other civs, reducing commerce both ways. This, and smuggling of goods, could be representd by using a double movement point cost. So it's easier to effectivly stop commerce between more distant Civs, and harder to shut out your neighbor.
Civs could possibly enact tarriffs on other Civs, so that they earn 150% of the commercial revenue from a trade route than they should. This would anger the other Civ and generally reduce the amount of commerce the route produces (again, increasing the "movement cost" by some percentage).
I have no idea about programming and calculatio time, and how possible it is to have trade rates calulated between every city. My guess is that it would take a lot of resources. It could work like SMAC, where each Civ's cities are ranked by size and then matched up for trade, or the system could be abstracted so that each Civ constantly trades with each Civ, and only the average distance of all cities from Civ to Civ are calculated... something. Maybe the more programming knowledgable have suggestions?
Anybody have a different idea, or comments on mine?
Since that possibilty exists, I think it might be fun to discuss how we would like trade and commerce represented in Civ 4 assuming we will have little or no more control of it than we have in the past.
I'll get things started by submitting for discussion a little system I thought about on the way home from work today. One clarification: I am using the word trade to mean exchange of resources, gold, technology, and other valuables as we currently see in Civ games. I use commerce to mean the money generated by your empire that you get to use (ie, trade arrows).
Fosse's Commerce Proposal
I would like to see the ridiculous-when-you-think-about-it system of worked tiles generating commerce done away with. To Civ 3, people find gold on the ground, and can find more of it when someone builds a road.
I propose that no commerce be generated by tiles. Insead, the number of citizens in each city will help to determine that city's "commerce potential." This potential would represent the exportable goods the city generates as its people go about their life.
My next step is to make every city engage in commerce with every other city by default. This means that the Romans are ALWAYS trading with Carthage. The citizens of Athens are constantly bringing Greek goods to Persia, etc. This constant activity generates gold for the player based on the commerce potential of the two cities, and that gold represents the government's cut (tarriffs and taxes and whatever else).
Basically, this means that SMAC's system of bases engaging in commerce with bases when under treaties or pacts would always be in place. You can think of your empire as having constant trade routes with everyone else. But what is the player's role in increasing commerce? And how will roads help?
I think that the amount of commerce generated for each party should be increased for the distance between the two cities, and decreased by the travel time ( in movement points) to get from one to the other.
That means that, until roads are build, you can only enage in commerce with near neighbors. Building roads to those neighbors makes the trading more lucrative for both parties. Undertaking huge road building efforts to connect, say, Europe and China, will result in lucrative routes.
I think that this would simulate goods from distant lands being rarer, and thus more valuable, while accounting for the costs of transportation. Some cities will be so distant from each other that the travel penalty will negate the commercial potential until rails and fast ships, and so on.
That's it, in a nutshell. I haven't touched on trading resources or techs, or what have you, and I wouldn't even know where to begin coming up with functional formulae for all of the results. This just struck me as a neat way to model trade.
Some miscellaneous points:
Civs could embargoe other civs, reducing commerce both ways. This, and smuggling of goods, could be representd by using a double movement point cost. So it's easier to effectivly stop commerce between more distant Civs, and harder to shut out your neighbor.
Civs could possibly enact tarriffs on other Civs, so that they earn 150% of the commercial revenue from a trade route than they should. This would anger the other Civ and generally reduce the amount of commerce the route produces (again, increasing the "movement cost" by some percentage).
I have no idea about programming and calculatio time, and how possible it is to have trade rates calulated between every city. My guess is that it would take a lot of resources. It could work like SMAC, where each Civ's cities are ranked by size and then matched up for trade, or the system could be abstracted so that each Civ constantly trades with each Civ, and only the average distance of all cities from Civ to Civ are calculated... something. Maybe the more programming knowledgable have suggestions?
Anybody have a different idea, or comments on mine?
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