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The trade system must be improved, there's no doubt about it. There are a lot of good ideas in the List.
But, what do we send to Firaxis: just a short message ("better trade system") or should we be more specific?
"The only way to avoid being miserable is not to have enough leisure to wonder whether you are happy or not. "
--George Bernard Shaw
A fast word about oral contraception. I asked a girl to go to bed with me and she said "no".
--Woody Allen
Shouldn't trade effect your diplomacy ie if you agree to trade goods then you have a better relationship and vice versia, they started implementing the reverse of this in CTP with opponents who didn't like you refusing to trade and also trade embargos.
I agree with this. More trade -> better diplomatic relations. Better diplomatic relations -> more trade. In war, no trade at all. And there must be options for trade embargo (but this is a diplomatic option, I think).
"The only way to avoid being miserable is not to have enough leisure to wonder whether you are happy or not. "
--George Bernard Shaw
A fast word about oral contraception. I asked a girl to go to bed with me and she said "no".
--Woody Allen
The trade enterface should be similar to one in the game COLONIZATION (which is the only strat game superior to Civ 2).
First off, for this to be effective, we'd need more terrain types, say 18, 14 that interconvertable between forest and plains, each terrain producing its own commodities, as well as food, and four terrains: mountain, hills, ocean, glacier.
Anyhow, assume City X produces cotton. They can trade cotton outright to another Civ with a cotton gin [read: Confederacy and England], OR the Civ can turn their own cotton into cloth, and then their cloth into something even more complex. This can be traded via trade routes, but you can see the caravan or the ship move from City to City, and interrupting the ship interrupts the trade. Also, you can set up a shop in your city and people will come to you to trade. This way, in each game there are evolving trade meccas, with each game having two or three Hong Kongs, Amsterdams, and New Yorks. This would be a cornerstone of revenue for the civ controlling the port. It'd also be a prize city to conquer in war, but you'd risk running off the traders.
Also, a civ could empose terrifs. With the idea of the populace having independace from the government, so comes this idea: The people [run by the AI] can trade independant of the player with other civs, or other populaces. If this hurts an industry in you civ, then you can empose tarriffs to counter this. And with this you could also have internal trade, city with city, but also you could have a list of things the entire populace wants, and you could satisfy these on a whole, gaining a larger profit.
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first can you define what the problem is? is it a significant problem? how does your ideas fix that problem specifically? does your fix effect any other areas of the game? if it does effect another area does it upset game balance in those other areas? is there a simpler way to fix the problem? does your idea hurt gameplay? why out of all of the ideas does your fix belong on this list?
everybody with a trade thread needs to get together and work out a system...i will set up a thread for that
I think that the trading items must follow you as you advance through time. In the year 2000 we have lot more important trading items than just the usual ones found in the terrain around the city. Why don't let the game contain that?
How about selling inventions to other civilizations who are technologically weak?
First off... read EC Ideas on Trade (mine deal with utalizing supply and demand based on where your city is).
Secondly, more trade doesn't lead to better relations. In fact, there is no correlation between trade and peace. That has been proven in International Relations.
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- John 13:34-35 (NRSV)
Other than a few interface improvements, trade should stay EXACTLY THE WAY IT IS!!!!! There's nothing quite like being able to get 700 gold and enough science for the next turn with a well used caravan, and it adds so much to the game to be able to use your navy for something other than warfare and lugging settlers around.
Improvements:
1. You should be able to designate a caravan to a certain city. That way while the caravan is en route, and you forgot where it was going, you can just double click it and have the name of the city it's going to pop up. This feature should also tell you if the destination city still demands the item.
2. At any time you should be able to right click on the caravan and have the names of all the cities that demand that item come up, rather than having to go through the trade advisor screen. It would also be nice if their distances from the home city, as well as the distance from the current caravan location, would be displayed.
3. An improved go to function would work wonders for reducing micro management here also. Again if the city that used to demand the item no longer does, the go to should end so you will know and can change course.
I believe these features would greatly reduce the tedium of moving caravans about. Granted, the CtP model may be easier, but it would also be easier to build a unit in a city and let it fight another unit half way around the world without having to do all of the "micromanagement" of moving there. But I doubt many would like that idea either. Trade is just as important in history as is warfare, and the game should reflect that. There are plenty of ways of reducing the tedium of the current model without taking it out completely.
The camel is not a part of civ.
THE CAMEL IS CIV !!!!
SAVE THE CAMEL !!!!!!
There are several threads here and it may be difficult to make a sensible argument for one without detailed examination of the others. I will try to keep to the point.
Underlying all this is the control and monopoly of rare raw materials as a cornerstone of civilisation and subsequent conflict. Few leaders have ever risked war simply out of love of head bonking.
I too have always liked the Colonisation concept of resources and would like to see Civ3 support a much more dynamic and interactive map in a variety of contexts. Yes I do agree that Forests Jungles Swamps etc. should be overlays across a wide variety of terrain types just as rivers are, and that forests can be managed or cut down according to requirement.
My ideal would be for each tile to support in addition to food a range of other finite resources; tin, copper, Iron, Uranium etc., which only become apparent to the player as:
a) Their technology advances to point where they appreciate their value
b) Subject to survey by settlers or Engineers subsequent to technologies being discovered. So you have to keep looking at your patch to see what you have. This should tie in with Raingoons excellent energy idea and also forms the basis of complex (realistic) trade and also realistically effect other aspects of game play.
Building on other contributors comments about Raw Materials and Finished products it follows to the trade system itself. Irrespective of how trade routes are established i.e. agreements or Caravan Units, I am not fussed, the main issue for me is to have visible trade routes on the map as per CivCTP.
Civ CTP had a great idea which it followed through poorly and to my mind for no good reason. I liked the way they have multiple trade routes lying together and would propose a modest enhancement which will improve the game tremendously.
I) That trade routes seek the easiest and best protected route on the map, i.e. travelling through existing cities.
ii) That each city through which a trade route passes gains trade or resource bonuses, based on the value of the trade and the trade based improvements within that City.
This to my mind is the best way of developing real Silk Routes and real Hong Kong’s Singapore’s etc.
It will also make unsettled territory along trade routes prime real estate!.
I realise that this may appear to increase Micromanagement dramatically, but I would counter with suggesting that Government and Economic advancements could increasingly be used to automate much of the minutia of trade (Ext and Int), leaving the player to concentrate on creating new markets whilst effectively leaving businessmen and ministers to administrate existing ones.
Sorry if this is overlong, but I have tried to summarise as much as I can and would be pleased to expand on specific points in more detail if requested. I hope you found the above of interest.
This is with only reading Imran and my threads, but I'm gonna get on Daves in a sec.
DaveV/Imran/Everyone else-> see how you like this for an overarching trade final draft:
!!PROPOSED!! For Discussion till midnight
Tuesday.
FINAL DRAFT
New Trade Model
Trade routes are automatically set up with cities that supply a comodity and cities that demand a comodity within the explored territory of that caravan's home civilization (similar to Alpha Centauri's system, but with commodities) using autopathfinding (pathfinding in Alpha Centauri was superb and up to this task) these routes are displayed as lines on the map, and with blocking such lines with a military unit you could either pirate or block all together. There is still a maximum number of trade routes your city can support, but as technology progresses and/or your city size increases you can support more and more routes. Also as in Alpha Centauri, your amount of trade is proportional to the relationship with that civilization. The screen could get messy with this idea, but by default these trade routes would be off and viewed only in the city view. You could toggle them on and off with a hotkey or in preferences (much like city support lines in SMAC/CivII), or perhaps just show a city's routes one city at a time.
There is a downside to this that I believe can be solved easily. Implementing this in the game could take up a lot of memory if one stores every map location that every trade route goes through. However, simply invoking the auto pathfinding function each time someone wants to view a route (calculating the path of the caravans instead of loading the positions from memory) not only solves this memory problem, but provides more realism. Auto pathfinding should only work on explored territory, so as you explore more and more, your civ will find ways to shorten the travelling distance between two trading cities.
With this model, trade and diplomacy would be interelated. First of all, the more trade routes one has with a civ, the better each's attitudes towards each other. And vice versa, better diplomatic relations would provide for more lucrative trade. It doesnt matter really which one starts first (economic or diplomatic relations). Perhaps the option to allow players to establish trade routes "the old way" could be included, but by default 'auto trading' is on. Also if autopathfiding fails, or if a civilization wants to define its own path to take, a waypoint trade route path defining system would be included.
Argument
This model is prefered because it requires little to no micromanagement and gives trade importance within your economy without having to deal with cumbersome caravans. International trade also becomes more important as time goes along with this model as more technology and more population allows citys to expand into new trading ventures. The so called ICS (infinite city sprawl) problem can also be averted if trade is linked to city size. Large citys become meccas of trade, their income and attitudes with other civs growing exponentially as there population increases. Many small cities become unpreffered since they would not provide these great benefits. Also, since these larger citys become dependant on lucrative trade, pirating and tarrifing trade routes (by putting a unit over the route) becomes a viable options for poorer civs and barbarians. To sum up, this model provides a way for intercity commodity based trade to highly effect diplomacy, warfare and the 'royal coffers' without the cumbersome usage of caravan units and without the unwanted micromanagement of a game like colonization.
Imran seems to like this idea, let me know DaveV/Imran if you want to modify this idea at all. My ICQ# should be up in my profile.
<font size=1 face=Arial color=444444>[This message has been edited by Pythagoras (edited March 06, 2000).]</font>
<font size=1 face=Arial color=444444>[This message has been edited by Pythagoras (edited March 06, 2000).]</font>
<font size=1 face=Arial color=444444>[This message has been edited by Pythagoras (edited March 06, 2000).]</font>
"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
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</font>Shouldn't trade effect your diplomacy ie if you agree to trade goods then you have a better relationship and vice versia, they started implementing the reverse of this in CTP with opponents who didn't like you refusing to trade and also trade embargos
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</font>I agree with this. More trade -> better diplomatic relations. Better diplomatic relations -> more trade. In war, no trade at all. And there must be options for trade embargo (but this is a diplomatic option, I think).
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ahem.. idea 30, trade effects diplomacy, started by Pythagoras .
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</font>The trade enterface should be similar to one in the game COLONIZATION (which is the only strat game superior to Civ 2).
First off, for this to be effective, we'd need more terrain types, say 18, 14 that interconvertable between forest and plains, each terrain producing its own commodities, as well as food, and four terrains: mountain, hills, ocean, glacier.
Anyhow, assume City X produces cotton. They can trade cotton outright to another Civ with a cotton gin [read: Confederacy and England], OR the Civ can turn their own cotton into cloth, and then their cloth into something even more complex. This can be traded via trade routes, but you can see the caravan or the ship move from City to City, and interrupting the ship interrupts the trade. Also, you can set up a shop in your city and people will come to you to trade. This way, in each game there are evolving trade meccas, with each game having two or three Hong Kongs, Amsterdams, and New Yorks. This would be a cornerstone of revenue for the civ controlling the port. It'd also be a prize city to conquer in war, but you'd risk running off the traders.
Also, a civ could empose terrifs. With the idea of the populace having independace from the government, so comes this idea: The people [run by the AI] can trade independant of the player with other civs, or other populaces. If this hurts an industry in you civ, then you can empose tarriffs to counter this. And with this you could also have internal trade, city with city, but also you could have a list of things the entire populace wants, and you could satisfy these on a whole, gaining a larger profit
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I disagree with using colonizations system. 1. It requires TOO much micromanagement, which is one thing that turned a lot of people off to col. Basicly your ideas seem pretty jivin with my outline with tarrifs and stuff. I'd like trade to be affective in gameplay but NOT as much as colonization. That game was economics.
"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
I don't think the current system should be entirely eliminated as you propose. The need to physically traverse the route to the destination is important. SMAC's system is somewhat reasonable given the assumed electronic communications and transportation modes available. Such assumptions don't hold for Civ3.
Even well into the steam era the safe arrival of your cargo was anything but guaranteed. It took about 9-12 months to procure trade goods, sail from Europe or the Americas to the Far East, trade, and return. The famous slaves/molasses/rum triangle also took 9-12 months. The vulnerability of trade units in transit, etc, is a good aspect of the game.
The model can definitely be improved with ideas on piracy and blocade. It is reasonable to allow new trade routes to be set up to a city that already has a trade route with your civ, but doing so would forego or greatly reduce the cash and science bonus. You should have to get the bonuses the old fashioned way: you earn it (thanks, Smith Barney).
I have some hope that improved forms of movement generalization will be implemented that should help reduce micromgmt. Numerous suggestions about the interface wrt/trade management should help, too.
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