Since... ah, you know.
1. New commodity system.
Maybe if terrain is like in Alpha Centauri, each tile could have, shall we say, certain number of many commodities in it? Note that to reduce the complexity I assume they get processed in cities and then trader, for instance Coats from Furs, Wine from Fruits and Jewelry from gold. These commodities are part decided by terrain type it is in (Coats in forests). For instance, one square could have 3 Coats, 1 Wine and 1 Jewelry. These commodities can be in squares next to each others (large forest yields much Coats). And here the city placement comes in play.
Each city is considered to have access on goods which it has worker on. (ie if the city is 2 people city, it has two workers. It was in Civ2. You get the idea.) So, if you have 1 worker in square producing two Coats, 1 in square producing three Coats and one Jewelry and one in square producing one Jewelry and one Wine, the city produces 5 Coats, 2 Jewelry and 1 Wine. And here the trade comes in.
Trade is handled as crossbreed of C:CTP and Civ2 trade systems. Caravans are built and dealt with like in C:CTP. However, instead of trying to gain monopoiles you simply buy cheap and sell dear. Laws of supply and demand are in force - city with Coats productment has got no idea in selling their stuff to another city with Coat productment, while big city with no Coat productment would be -eager- to buy them. This will effetually remove the stupid instances that happened in Civ2, for instance selling Gold at high prize to city with 4 gold resources next to it.
There are two sides combatting in me about do the goods have any effect on gameplay prime. Other side says goods have only effect of being labels used in trade system, while other claims that having many kinds of different goods coming to same city should have positive effects on happiness, trade or production, depending from goods (if you don't handle the necessities of life to big cities the denizens are gonna get *quite* unhappy about it.
Now, the "effects" part is good in that in the long run it would make civilizations dependant of each others, making economical combat maybe as important as normal combat!
1. New commodity system.
Maybe if terrain is like in Alpha Centauri, each tile could have, shall we say, certain number of many commodities in it? Note that to reduce the complexity I assume they get processed in cities and then trader, for instance Coats from Furs, Wine from Fruits and Jewelry from gold. These commodities are part decided by terrain type it is in (Coats in forests). For instance, one square could have 3 Coats, 1 Wine and 1 Jewelry. These commodities can be in squares next to each others (large forest yields much Coats). And here the city placement comes in play.
Each city is considered to have access on goods which it has worker on. (ie if the city is 2 people city, it has two workers. It was in Civ2. You get the idea.) So, if you have 1 worker in square producing two Coats, 1 in square producing three Coats and one Jewelry and one in square producing one Jewelry and one Wine, the city produces 5 Coats, 2 Jewelry and 1 Wine. And here the trade comes in.
Trade is handled as crossbreed of C:CTP and Civ2 trade systems. Caravans are built and dealt with like in C:CTP. However, instead of trying to gain monopoiles you simply buy cheap and sell dear. Laws of supply and demand are in force - city with Coats productment has got no idea in selling their stuff to another city with Coat productment, while big city with no Coat productment would be -eager- to buy them. This will effetually remove the stupid instances that happened in Civ2, for instance selling Gold at high prize to city with 4 gold resources next to it.
There are two sides combatting in me about do the goods have any effect on gameplay prime. Other side says goods have only effect of being labels used in trade system, while other claims that having many kinds of different goods coming to same city should have positive effects on happiness, trade or production, depending from goods (if you don't handle the necessities of life to big cities the denizens are gonna get *quite* unhappy about it.
Now, the "effects" part is good in that in the long run it would make civilizations dependant of each others, making economical combat maybe as important as normal combat!
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