Possibly off topic for this particular forum, as I realise that it's probably a little TOO much to hope for in the first expansion! It might also be a little CtP for some peoples taste, but this is how I would like to see trade handled in PtW!!
1) Ability to trade commodities (like food and even production-processed goods). Internal trade could use a vector system a la Warlords, i.e.: You go to the city screen, click on the number of shields or bushels you wish to "trade" then click on the city you want it to go to, if it's part of the internal trade system then that city will begin recieving that commodity immediately.
External trade could work in 1 of 2 ways: either you say how many bushels or shields you want to trade, and they are deducted evenly from amongst your most productive cities or you could select the cities you want to deduct the commodities from when you trade. External commodity trading could be on a per turn or lump sum basis!
2) Trade routes: Internal trade should work exactly as it currently does! For external trade, however, you should have to build an appropriate "Trade Unit". These units would have an attack/defense strength and a range, but would be immobile! They would represent the number of seperate trade deals that you can negotiate (a la CtP and CtP2). When a deal is negotiated a trade route is drawn between the city that has the "unit" and the nearest, appropriate city of the Civ you trade with. This would include all the trade limitatations currently in place (like the need for a harbour or airport!)
3) Attacking trade: Trade routes should be "invisible" to every civ EXCEPT the ones who made the deal! An enemy civ should only be able to detect a trade route through spying or if it has a unit sitting right on top of it! Some units (like bandits and pirates) should have a special flag which allows them to see trade units in the same way that destroyers can see subs! If you can see a trade route, then you should be able to either "embargo" or "pirate" it. Like CtP, this involves sitting on the route and pressing an appropriate key! Unlike CtP, however, it should not be automatic but should be resolved like combat. If the attacking unit is successful then the trade route either disappears, in the case of an embargo (and cannot be restored as long as the attacking unit remains in place!) or is successfully pillaged, in the case of piracy! This would yield either money, or access to the appropriate resource for X turns (and the trading civ obviously loses that resource for the same amount of time!) If the resource is strategic, and the attacking civ already has it, then they should have the choice to simply recieve a monetary reward or have the disappearance ratio of their own resource set to "0" for X turns! Pillaged trade routes should only have a "chance" of being broken! Broken trade routes would have to be renegotiated, but the trading civ should not recieve any penalty for "breaking the deal early!"
Anyway, sorry this post is so long, and I DO hope that I have it in the right place. If the moderator does not agree, then please feel free to move it to the "General Forums"
Yours,
The_Aussie_Lurker.
1) Ability to trade commodities (like food and even production-processed goods). Internal trade could use a vector system a la Warlords, i.e.: You go to the city screen, click on the number of shields or bushels you wish to "trade" then click on the city you want it to go to, if it's part of the internal trade system then that city will begin recieving that commodity immediately.
External trade could work in 1 of 2 ways: either you say how many bushels or shields you want to trade, and they are deducted evenly from amongst your most productive cities or you could select the cities you want to deduct the commodities from when you trade. External commodity trading could be on a per turn or lump sum basis!
2) Trade routes: Internal trade should work exactly as it currently does! For external trade, however, you should have to build an appropriate "Trade Unit". These units would have an attack/defense strength and a range, but would be immobile! They would represent the number of seperate trade deals that you can negotiate (a la CtP and CtP2). When a deal is negotiated a trade route is drawn between the city that has the "unit" and the nearest, appropriate city of the Civ you trade with. This would include all the trade limitatations currently in place (like the need for a harbour or airport!)
3) Attacking trade: Trade routes should be "invisible" to every civ EXCEPT the ones who made the deal! An enemy civ should only be able to detect a trade route through spying or if it has a unit sitting right on top of it! Some units (like bandits and pirates) should have a special flag which allows them to see trade units in the same way that destroyers can see subs! If you can see a trade route, then you should be able to either "embargo" or "pirate" it. Like CtP, this involves sitting on the route and pressing an appropriate key! Unlike CtP, however, it should not be automatic but should be resolved like combat. If the attacking unit is successful then the trade route either disappears, in the case of an embargo (and cannot be restored as long as the attacking unit remains in place!) or is successfully pillaged, in the case of piracy! This would yield either money, or access to the appropriate resource for X turns (and the trading civ obviously loses that resource for the same amount of time!) If the resource is strategic, and the attacking civ already has it, then they should have the choice to simply recieve a monetary reward or have the disappearance ratio of their own resource set to "0" for X turns! Pillaged trade routes should only have a "chance" of being broken! Broken trade routes would have to be renegotiated, but the trading civ should not recieve any penalty for "breaking the deal early!"
Anyway, sorry this post is so long, and I DO hope that I have it in the right place. If the moderator does not agree, then please feel free to move it to the "General Forums"
Yours,
The_Aussie_Lurker.
Comment