This is an example of why a four currency model would be better. What you are asking for is another patch to add on another specific ability with a separate code base, for no other reason than you like it.
In the model I am proposing, it would be much simpler to implement:
1. I've already stated that one would get an "income" of "notes".
2. Notes could be "spent" to maintain a larger sphere of influence.
3. Thus a lease would be easy to add to diplomacy - the AI can figure
a. How many notes would be required for the player to simply take the area in question? What is the cost of this number of notes in coins? The result is the twice the maximum the AI could charge, because otherwise the player is better off just taking it with culture.
b. What is the present value of the expected production? Since coins/beekers/shields/notes all have an exchange rate, the AI can figure what it could get out of the land, and what you can get out of the land priced in coins - or any other currency for that matter.
c. What is my pressing need? The AI could value currencies it needs more strongly. For example, let us suppose that 1 coin can be converted by the AI to .5 of a beaker through its own economy. But it really needs beakers. Normally it would value 1 coin = .5 beekers and convert, but it would know that 1 coin = 1 beeker in production cost, and so might take less total payment, if more of it was in beekers, hoping the player might make the deal.
In otherwords, in the hodgepodge system, the ability might lead to an exploit, or it might be a useless feature that no one will use except out of emotional attachment. In an exchange model, the price of any action becomes easier to compute, and hence the present value of that action is easier to compute and balance. Renting land might be expensive, it might be cheap, but it would be easy for the AI to figure, and hence it could also make offers for renting your land...
The same is true with almost any trade - it becomes much easier if everything is treated as exchange to price the present expected value. More over, the AI would no longer need as many trade cheats - a competitive bidding market would probably net an AI a better position than the old boy networks, since while some AI's benefit from it, some clearly lose more than they gain by such collusive arrangements.
Again - in MP, this becomes a crucial issue.
In the model I am proposing, it would be much simpler to implement:
1. I've already stated that one would get an "income" of "notes".
2. Notes could be "spent" to maintain a larger sphere of influence.
3. Thus a lease would be easy to add to diplomacy - the AI can figure
a. How many notes would be required for the player to simply take the area in question? What is the cost of this number of notes in coins? The result is the twice the maximum the AI could charge, because otherwise the player is better off just taking it with culture.
b. What is the present value of the expected production? Since coins/beekers/shields/notes all have an exchange rate, the AI can figure what it could get out of the land, and what you can get out of the land priced in coins - or any other currency for that matter.
c. What is my pressing need? The AI could value currencies it needs more strongly. For example, let us suppose that 1 coin can be converted by the AI to .5 of a beaker through its own economy. But it really needs beakers. Normally it would value 1 coin = .5 beekers and convert, but it would know that 1 coin = 1 beeker in production cost, and so might take less total payment, if more of it was in beekers, hoping the player might make the deal.
In otherwords, in the hodgepodge system, the ability might lead to an exploit, or it might be a useless feature that no one will use except out of emotional attachment. In an exchange model, the price of any action becomes easier to compute, and hence the present value of that action is easier to compute and balance. Renting land might be expensive, it might be cheap, but it would be easy for the AI to figure, and hence it could also make offers for renting your land...
The same is true with almost any trade - it becomes much easier if everything is treated as exchange to price the present expected value. More over, the AI would no longer need as many trade cheats - a competitive bidding market would probably net an AI a better position than the old boy networks, since while some AI's benefit from it, some clearly lose more than they gain by such collusive arrangements.
Again - in MP, this becomes a crucial issue.
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