I didn't see an active thread so I started one. Many have commented over the years that trade isn't portraid realistically. I have a few suggestions.
Units
Caravan : One of the most common complaints has been that it is difficult to establish early trade routes. Even if you know where a city is, you have to build a unit, then spend (sometimes) dozens of turns (which in game play time may be hundreds of years) moving the unit to the city you want to trade with. I find that this is somewhat realistic for inter civilization trade routes. Europe & China were aware of each others' existance for hundreds of years before any regular trade routes were established, and even all of the early trade routes were done through intermediaries (eg - Persians). There are always challanges to establishing early trade routes. If I made any changes to the Caravan unit, I would give it all terrain movement (explorer, Alpine) - caravans by nature travelled dangerous terrain with apparent ease. I would also drop the cost of building a caravan to 20.
Freight : This unit would be changed completely. It would become available at the time of the Magnetism Advance. This is the age of exploration, where galleons plowed the sea. Trade routes wear being established between distant ports around the world. I would suggest a sea based unit, with a very large number of movement points - 14-20. This unit would not replace the caravan. It should cost about the same as a Galleon - 40. - Possible name - Merchant Navy.
"New" Freight : This unit should become available with the RailRoad Advance. By this point in history, most civilizations were crisscrossed with roads. Messages could be sent great distances in relatively short order. I suggest it remains a Freight unit, with 4 movement points and all-terain movement. This unit would replace the Caravan and cost 50 to build.
Air Freight - This unit would become available very late in the game (Flight), and acknowledges the fact that instant communications now exists in the world. It would be an air bases trade unit with as many movement points as you can give it. It must have the "Fighter flaw" (return to base or be destroyed) to avoid it becoming a tactical weeapon. This would replace the Merchant Navy unit and cost 50 to build.
Later, I'll tell you my thoughts on other trade topics.
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There's nothing wrong with the dream, my friend, the problem lies with the dreamer.
[This message has been edited by Uncle Sparky (edited November 19, 2000).]
Units
Caravan : One of the most common complaints has been that it is difficult to establish early trade routes. Even if you know where a city is, you have to build a unit, then spend (sometimes) dozens of turns (which in game play time may be hundreds of years) moving the unit to the city you want to trade with. I find that this is somewhat realistic for inter civilization trade routes. Europe & China were aware of each others' existance for hundreds of years before any regular trade routes were established, and even all of the early trade routes were done through intermediaries (eg - Persians). There are always challanges to establishing early trade routes. If I made any changes to the Caravan unit, I would give it all terrain movement (explorer, Alpine) - caravans by nature travelled dangerous terrain with apparent ease. I would also drop the cost of building a caravan to 20.
Freight : This unit would be changed completely. It would become available at the time of the Magnetism Advance. This is the age of exploration, where galleons plowed the sea. Trade routes wear being established between distant ports around the world. I would suggest a sea based unit, with a very large number of movement points - 14-20. This unit would not replace the caravan. It should cost about the same as a Galleon - 40. - Possible name - Merchant Navy.
"New" Freight : This unit should become available with the RailRoad Advance. By this point in history, most civilizations were crisscrossed with roads. Messages could be sent great distances in relatively short order. I suggest it remains a Freight unit, with 4 movement points and all-terain movement. This unit would replace the Caravan and cost 50 to build.
Air Freight - This unit would become available very late in the game (Flight), and acknowledges the fact that instant communications now exists in the world. It would be an air bases trade unit with as many movement points as you can give it. It must have the "Fighter flaw" (return to base or be destroyed) to avoid it becoming a tactical weeapon. This would replace the Merchant Navy unit and cost 50 to build.
Later, I'll tell you my thoughts on other trade topics.
------------------
There's nothing wrong with the dream, my friend, the problem lies with the dreamer.
[This message has been edited by Uncle Sparky (edited November 19, 2000).]
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