Trade is an interesting aspect in backing diplomacy, but it is relatively poor in Civ3.
Two kinds of trade: at governmental level, and at private level.
Private level trade should be a factor of the population of each country, and result from a normal economic relation bringing profit to your firms, as well as consumption goods to your citizens. It is not necessary to go to the point of modelizing a foreign balance of payment with curency variations, etc... But if we consider this trade brings trade profit on one part and satisfaction from consumption on the other, we need to be able to control at a macro level with import and export tax (two different parameters) so as to favor or discourage trade to and from a given country. These tax rates must of course be specific for each country we are in relation with.
There can then be diplomatic negociations for lowering those tarifs to increase economic relations between two countries. And this should be able to go to the extent of having a free trade agreement, as second step (military alliance being the first) towards a political community so as to weight together more at the UN council.
At the government level, there are different things that can be traded:
- sell a military unit to a friend civ that has not yet discovered the relevant progress or doesn't have the resource to produce it.
- rent units, as mercenaries, to other civs. If you loose control of your unit during the time of the contract, chances are it'll be send forefront and will end up killed in battle. If you keep control, then it would be too easy to take the money and avoid tough fights and risk. So the right solution would then be to rent a unit, keeping its control, and getting a monetary reward based on the number of enemy units killed and their type (less for easy fights than for hard and risky ones).
- trade luxury goods while controlling the quotas sold or bought, so that you have enough left for your own people if you are selling, and don't use up your supply source too fast. Selling can be in bunch in one turn, or a regular amount for a given number of turns.
- sell improvements for terrain or cities to other civs: a hospital, an airport, etc... For terrain improvements, we would need to send workers to do it. For city improvements, we could produce it in a city with a "for export" option. And when it's ready, it automatically appears in the destination city of the buying civ.
- among those improvements, can be energy plants (along with my idea of energy management in the "energy" thread"): selling anuclear plant or a solar one to a civ that doesn't have the knowhow for that. And selling or buying power supply to or from neighbouring countries.
Overall, trade possibilities are heavily underdevelopped in the game while in real life, they are a major factor of integration between countries, as well as contributing to the cultural influence. What would the US cultural influence be in this world without the Hollywood business? Hollywood in this respect should definitely be a wonder, as it is in CTP2 if I remember correctly.
The game also needs more macro management levers for our civilization (some of which are successfully used in CTP2):
- tax rate (on domestic trade, as well as exports and imports)
- wage rate
- work load (hours)
If imports are only for citizen satisfaction, then it is unwise to tax it and diminish their satisfaction. Except that overall, all civilizations are always lacking money so that if you can get some on imports, not too much but a little, then it's still good to take.
Two kinds of trade: at governmental level, and at private level.
Private level trade should be a factor of the population of each country, and result from a normal economic relation bringing profit to your firms, as well as consumption goods to your citizens. It is not necessary to go to the point of modelizing a foreign balance of payment with curency variations, etc... But if we consider this trade brings trade profit on one part and satisfaction from consumption on the other, we need to be able to control at a macro level with import and export tax (two different parameters) so as to favor or discourage trade to and from a given country. These tax rates must of course be specific for each country we are in relation with.
There can then be diplomatic negociations for lowering those tarifs to increase economic relations between two countries. And this should be able to go to the extent of having a free trade agreement, as second step (military alliance being the first) towards a political community so as to weight together more at the UN council.
At the government level, there are different things that can be traded:
- sell a military unit to a friend civ that has not yet discovered the relevant progress or doesn't have the resource to produce it.
- rent units, as mercenaries, to other civs. If you loose control of your unit during the time of the contract, chances are it'll be send forefront and will end up killed in battle. If you keep control, then it would be too easy to take the money and avoid tough fights and risk. So the right solution would then be to rent a unit, keeping its control, and getting a monetary reward based on the number of enemy units killed and their type (less for easy fights than for hard and risky ones).
- trade luxury goods while controlling the quotas sold or bought, so that you have enough left for your own people if you are selling, and don't use up your supply source too fast. Selling can be in bunch in one turn, or a regular amount for a given number of turns.
- sell improvements for terrain or cities to other civs: a hospital, an airport, etc... For terrain improvements, we would need to send workers to do it. For city improvements, we could produce it in a city with a "for export" option. And when it's ready, it automatically appears in the destination city of the buying civ.
- among those improvements, can be energy plants (along with my idea of energy management in the "energy" thread"): selling anuclear plant or a solar one to a civ that doesn't have the knowhow for that. And selling or buying power supply to or from neighbouring countries.
Overall, trade possibilities are heavily underdevelopped in the game while in real life, they are a major factor of integration between countries, as well as contributing to the cultural influence. What would the US cultural influence be in this world without the Hollywood business? Hollywood in this respect should definitely be a wonder, as it is in CTP2 if I remember correctly.
The game also needs more macro management levers for our civilization (some of which are successfully used in CTP2):
- tax rate (on domestic trade, as well as exports and imports)
- wage rate
- work load (hours)
If imports are only for citizen satisfaction, then it is unwise to tax it and diminish their satisfaction. Except that overall, all civilizations are always lacking money so that if you can get some on imports, not too much but a little, then it's still good to take.
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