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  • ECONOMICS/TRADE (ver1.0): Hosted by Pythagoras

    Update from before
    Main concepts in bold

    The main ideas expoused so far have involved rehauling the caravan system, and the increasing interdependance of cities in the modern age.

    dont expect other updates to be this long!!
    Let me know if I forgot something!
    Pythagoras(me) began suggesting auto caravaning, sorta like trains in RR Tycoon that would ferry goods back and forth, instead of caravans merely establishing trade routes. 'Caravans' would change with time and technology, increasing movement, and moveability into air and sea as tech advances were available. I also was interested in having trade being an intergral part of diplomacy More trade = better coorporation.

    Isle chimed in with "The number of squares a cities uses should be equal to the city size not size + 1. This will not stop ICS as expansion always is the way to go, but it will stop it from being ridiculous.

    Jeje2 liked my idea, suggesting that trade routes with alliance partners should yield bonuses, war should cancel trade between two civs

    bab5tm liked my idea also, suggesting something similar to C:CTP's system, and allowing military protection for caravans through arming them.

    EnochF then suggested we should have the ability to Airlift supplies/trade to besieged cities, and that affecting a Civs attitude towards you

    Kerris suggested using the Public Works System ala C:CTP,

    Pythagoras - I chimed back in suggesting my autocaravaning way could be flawed cause B.R. mentioned somewhere that a perfect pathfinding algorithm is mathematically impossible and I was grumpy that Not many talked about trade's relationship w/ diplomacy

    Druid stated that we needed to recognize the interdependance of cities for resources in the modern world in creating trade schemes.

    Prefect then made a pretty long, but good argument on why we should use MOOII type trading system, getting trade+science treaties, no caravans

    Trachmyr liked the autocravan idea, but allow the creation of way points ala SMAC

    don Don then suggested using commoditties, and needing certain ommodities to build certain improvements, he suggested to decrease micromanaging using 'contracts' allocating x amount of different resources be transferred between city Y and Z.

    Hans2 suggested allowing the creation of groupings of cities, that all drew from the same resource zone, ie the support radii of all cities. With efficiency of transport determined w/ techs.

    Hans2 the in another post stated he did not like caravans. up to a certain tech/year caravans should be used. Afterwards trade is done through diplomacy screen.

    Utrecht suggested that once a trade route is established, parts of the partner's map is slowly revealed, as is some basic info on the civ, due to merchant's ability to get around/get maps.

    Bulrathi stated that he also wanted a commodity system with the inclusion of a labor force which decreased when you went to war, and was dependant on population.

    Pythagoras came back into the conversation. [b]Cities should get a financial bonus/tax for transferring basic resources. There should be an advance to increase the carrying capacity of intercity resource transports. I also suggested that the max number of trade routes should not be limited to three, but based on population. Also there was the idea that trade should not even be set up by the player, instead the AI - coorporations/merchants should.

    delcuze then suggested limiting the amount of buildings a city could build, through limiting it to
    city tiles.

    Diodorus Sicilus had a lot of good input including-
    1 - did not like any attempted trade models. 2 - He liked the merchant exploration idea above
    3 - He suggested using waypoints to set up trade routes. For instance in hostory there were the many routes to get to the orient.
    4 - Then he commented on trade goods saying trade should be based on commodities and that commoditties are depleted through time. Also this should be refined for the modern age, become less commodity based.
    5-On City Radii he liked them for early years, but wished intercity transport of resources was better as tech improved.

    Zorloc agreed with Diodorus, stating also that large, modern metroplis do not provide their own food, but are solely based around trade. He preffered the Imperialism system.

    EnochF wanted a complex trade system, agreeing with Diodorus, and he also suggested
    manufactured resources, based on commodities and improvenments needed.[b]

    mindlace suggested if a route moved through another nation they should get a cut. He liked caravans in the ancient times, but a more abstract model later on.

    Pythagoras I basicly said this commodity stuff sounded too complicated. And sounded like Colinization.

    Trachmyr said he liked Colinization, and said commodities should be put into catagories.

    Lancer asked why the King had to worrty about establishing Trade routes, saying his underlings should take care of it. He also suggested assigning military units to protect trade routes.

    THE END!!

    [This message has been edited by Pythagoras (edited May 19, 1999).]

    [This message has been edited by Pythagoras (edited May 19, 1999).]
    "What can you say about a society that says that God is dead and Elvis is alive?" Irv Kupcinet

    "It's easy to stop making mistakes. Just stop having ideas." Unknown

  • #2
    My first post in this thread.

    Make Caravans somewhat "invisible" (i.e., you can stack caravans with units from any other civ, even though they be unallied). When a military unit overtakes a caravan, they should have options like (1) confiscate, (2) demand a toll, or (3) let them pass. I hate it when all my micromanagement to get a caravan on the other side of the world ends up clogging the roads of my friends or cooperative competitors.
    I came upon a barroom full of bad Salon pictures in which men with hats on the backs of their heads were wolfing food from a counter. It was the institution of the "free lunch" I had struck. You paid for a drink and got as much as you wanted to eat. For something less than a rupee a day a man can feed himself sumptuously in San Francisco, even though he be a bankrupt. Remember this if ever you are stranded in these parts. ~ Rudyard Kipling, 1891

    Comment


    • #3
      I agree that the comodities could easily get out of hand. I haven't played Colonization, so I am not familiar with that model. But in Imperialism there were 8 or so raw materials (wood, cotton, iron, coal, gold, etc), and then 4 or so level 1 manufactured goods (cloth, lumber, etc) and a few level 2 manufactured goods (furniture, weapons, etc). This didn't get out of control because the goods were shared throughout your nation.

      For Civ this could work by having 10 raw materials, and 10 manufactured goods. All of these will be shared between all of your cities. Then to trade, you make an agreement with another Civ (similar to CTP) and a caravan creates a trade route from your closest city to their closest city. Then your caravan (or whatever) will travel this path continuously - and can be prirated.

      This system means that all of your trade can be handled from two national screens - one for the production of resources/materials; the other for trade. From the production screen you should also be able to request that cities move to mine/farm or produce a certain item, and the AI should be able to handle redistributing the load without significant direct interferance on the city level.

      Comment


      • #4
        If there are multiple commodities, they could still be available by ordering from another city. I believe this function could be automatized.

        So, if you want to build a Legion you will be told the price and time. If you haven't got any Iron, your merchants will get it for you from the cheapest source.
        The best ideas are those that can be improved.
        Ecce Homo

        Comment


        • #5
          I think that caravans should be cheaper (i.e. 30 shields) but do not function when you are in war with the owner of the other city. A lasting war can destroy trade routes and new ones should be established.

          ------------------

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          • #6
            Let's not forget that caravans and merchant ships were often owned by private citizen (Privateers!)... it should be possible to hire caravans and/or ships without building them. They would take a share of your profits. You would be required to build certain structures to hire them (i.e., a port for merchant ships), and the number available would depend on city size.

            Comment


            • #7
              Trachmyr, talking aabout private ownership...
              Some city improvements/civilian units should be privately owned. They could be controlled by a capitalist AI player that tries to make the most profit possible.

              Maybe you could even play as a global capitalist?
              The best ideas are those that can be improved.
              Ecce Homo

              Comment


              • #8
                That's an interesting idea...

                "So you SPANISH want a naval base in Seville, We FRENCH will agree for a cost of X gold. Do you accept?"

                But I think it can get way out of hand with Global Capatilist... but paying private Contactors to build city improvements is ok, since you would be substituting gold for labor. Then again that's like a RUSH BUY, unless CIV3 incorporates RAW MATERIALS.

                Comment


                • #9
                  That's an interesting idea...

                  "So you SPANISH want a naval base in Seville, We FRENCH will agree for a cost of X gold. Do you accept?"

                  But I think it can get way out of hand with Global Capatilist... but paying private Contactors to build city improvements is ok, since you would be substituting gold for labor. Then again that's like a RUSH BUY, unless CIV3 incorporates RAW MATERIALS.

                  Comment


                  • #10
                    I think the trading from both SMAC and Imperialism should be used. The basic average everyday items that get traded if you are a friend of another nation should be automatic like in SMAC. Then there are certain commodities like wheat - bread, oil - petroleam, iron ore-steel-guns, uranium - plutonium ... that should be traded on the market like in Imperialism (the important things you need to grow a nation/empire). You could then do what the US does with Russia now with the selling of wheat to them when they have a surplus. Could also get food if there is a major famine in your country. Trading for oil like the world does with OPEC. If you don't have oil, tanks don't move and planes don't fly; so make sure you have enough to get you through a war - don't be stuck like Germany or Japan in WWII. Iron ore/steel production with different nations trying to corner the market or dumping it on other countries to kill their industries (Japan was accused of this). If you don't have steel, then you don't make tanks or factories. If you don't have uranium to make plutonium, then you don't make nukes, try getting it in trade or on the black market. Not every nation on this planet is blessed with an abundance of goods. Countries like Japan have to rely on the exports of other countries to stay alive.

                    Alot of this could probably be automated with "trade advisors" which could be told what to try getting a surplus of, or to use their judgement as to what they think we need - make sure we have enough food and oil to last us for # months ... Do we trade for the lowest price, trade with our allies only, trade with multiple nations to stay a trading partner and friend even if it costs more, trade with only certain nations to get their economy going, or wait until the price comes down to a certain level, or buy as much as we can to make sure another nation doesn't get it?

                    Some of the trade lines could be disrupted by the presence of military units in certain squares (gunboats just outside of enemy ports, infantry units on border crossings) like Imperialism, maybe being able to disrupt trade in the adjacent squares as well, but would not hinder trade if at peace. This way you could enforce trade sanctions of a certain nation, and even protect trade with your friends. Black market trade of items near borders with unfriendly nations, how much depends on your government and presence of military / police units in area (bribes?).

                    Maybe make this a checkable option in the beginning of the game for those that don't want to micro-manage trade of commodities, just use the trade from SMAC.

                    You could also have arms dealings with other nations to either buy what they have (maybe cheaper than making it) or selling what you have and hope you don't have it turned against you someday. Licensing the technology to build a unit in your country that you don't have the tech for yet or too expensive or long to build protypes for (Harrier jumpjets, Tornado fighter-bombers).
                    What do I think of Western civilization? I think it would be a very good idea.
                    Mohandas Gandhi

                    Comment


                    • #11
                      How about instead of trade routes set up by caravans, if there is a city in your explored area that has some commodity that a city of yours demand, and vice versa TRADE IS AUTOMATICALLY SET UP. This way you would have little say in trade. Stuff like Pirating would be hard to figure out though, but then after the trade is set up between the two, it will wain and increase based on the relations between the two cities. This is sorta a hybrid of SMAC's idea w/ commodities.
                      "What can you say about a society that says that God is dead and Elvis is alive?" Irv Kupcinet

                      "It's easy to stop making mistakes. Just stop having ideas." Unknown

                      Comment


                      • #12
                        Good idea, Pythagoras. Such trade routes could need merchants. If there are merchants in a city which buys a commodity, these merchants will have something to do for living, and you can earn some tax money.
                        The best ideas are those that can be improved.
                        Ecce Homo

                        Comment


                        • #13
                          Maybe the caravans should just automatically appear and start going back and forth automatically, no construction needed, no management. Just like I suggested above, but actually show a unit going back and forth to trade. Then they can be pirated, tolled. And carvans would get better as time progressed.

                          IE DanS's suggestion: menu pops up-
                          1 - let them move on, not detrimental (maybe benificiary) to relations.
                          2 - Toll them, somewhat detrimental to relations.
                          3 - Pirate them - attack and pillage!! Act of war. Special units should be available so that a civ can use "Priva

                          What would be really cool, is that every time your caravan goes to their city, then you slowly see their map, more cities are seen, more trade routes are set up, and on and on . . I have this bad feeling the map would get cluttered with merchant traffic, much like the world is now though . .

                          Also, what would be even cooler is if say city X supplied 1 gold,(1 gold in radii). And city Y, and Z both got gold from there, that gold whos influx is 1, but outflux is 2 is labeled as rare, and its price doubles.

                          ------------------
                          "I think you're all f*cked in the head!"
                          Chevy Chase-Nat'l Lampoon's Vacation.
                          "What can you say about a society that says that God is dead and Elvis is alive?" Irv Kupcinet

                          "It's easy to stop making mistakes. Just stop having ideas." Unknown

                          Comment


                          • #14
                            To Lancer,

                            Once place where the ruler is responsible for setting up trade routes - Planned economies. With this economic model it is the leaders that do the planning and coordination.

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                            • #15
                              *My first post on this thread*

                              Please, Please, Please no comodities as in Colonization. This system is ok with a very few "centers", but putting a system with detailed commodities in a many-centers (cities here) game like civ produces mind-numbing amounts of micromanagement. I intentionally would stop expanding in Colonization (even though I would have liked to strategically) because the micromanagement burden became rapidly intolerable after about 10 cities.

                              Only with Very good economic AI would this be a workable concept.

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