I would like a whole new and advanced trading system. I think the major flaw of the concepts posted so far is, that they all revolve around raw materials. But today 75% of all trade is with manufactured goods, not raw materials. This should be included in Civ3.
I think there should be a global trading market, where all items you can trade with are represented. There should be loads of them. Maybe 15 raw materials (6-8 vital ones - oil, coal, iron etc, the rest should be luxury items like cotton and silk which could increase trade and happyness of your people if used in a city), and maybe 50 refined goods (these would consist of labour and for some a certain raw materials - like 1 oil + 1 labour = 1 gasolin, 1 iron + 1 labour = 1 handweapons and 5 labour = 1 computers etc). Some of these goods would be required to build certain units/improvements (like ancient hand weapons for legions and computers for a research facility). This would mean that you would no longer need a certain advance to build a unit/imporvement. You would just need that advance to build the good required to construct it. You could also need a certain improvement in the city in which you are building the good - like a manufacturing plant to build computers. So if you had an advance you could set some of your cities to make these goods and then set them for sale on the global market - you would set the price, so if you had monopoly people would have to pay your price if they wanted the item! The buying countries could need the good badly, and so they were willing to pay for it in stead of making it themselves, they could simply be very wealthy countries or they could be countries without the advance required to make the item (you would have to approve when people wanted to buy stuff from you to keep your enemies from getting certain items. This would of cause have a negative effect on their aditude towards you).
There would be 2 types of trade: one would be to buy a vertain amount of an item to a certain price every turn. It would continue untill canceled by either side (you would want a steady amount of oil every turn for your production, units etc). The other type would be to buy an amount of an item in one turn. The trade would excist only in one point in time (like if you buy 1 computers item for your research lab).
When you traded you would choose what city the trade should be to. If it was oil you would then make internal routes from the city it got to first to your other cities. The price for the delivery would be determined by distance, advances, terrain and roads/railroads. It would take an amount of time for the trade to be established, determined by the same as above. It could take from 20 turns if you trade something across the globe in ancient times to to 1 turn everywhere in the world after the discovery of advanced flight.
This would of cause require a fast and good interface to keep it from becoming annoying micromanagement. There should be a button in the build menu for cities, which would take you directly to the marketplace. Each good/raw material would be listed, a click on one would show you each item of the good being set for sale, who was selling it, how much they wanted for the good and how much you would have to pay (due to shippingcosts). A simple dubbleclick on one would have you buy it and have it delivered to the city you were entering the market from. This shouldn't take more than a few seconds.
This way global economic crisises could emerge realisticly: The biggest oil exporting country in the world was at war, and it's improvements get destroyed, it moves workers from oil pumping to production for units etc, so it stops exporting oil - this would make production of other goods slower, raising the cost of them. Soon there would be a global depression.
I think that items like oil and coal should be vital to your production after industrialization. My concept is, that workers working outside the cities should produce only little labour. They would get food and raw materials. Labour should be made inside the cities, as a sort of specialist citizen. 1000 people (I vote for having people in stead of heads) could maked 10 labour per turn(using the famous X10 system). If you have a factory in the city this could be raised to 20 labour, but that would require 1 coal unit. A manufacturing plant could raise this amount to 30, but this would require 1 oil (maybe you could replace the 1 coal with 1 oil after having contructed the manufacturing plant, portraying that the world is not as dependant of coal today as 100 years ago). This way you become extremely dependant of raw materials in modern times, increasing trade dramatically.
Trade routes should be visible with a certain economic map which could be switched on and off like the map grid. You could make embargoes against your enemies if you have a large fleet (finally an actual reason to have a fleet!!) crumbling them in a matter of turns.
This would also give you reasons to go to war (besides from being pissed on the leader of your neighbor civ) - you REALLY need that coal your smaller neighbor has to get that industrial revolution started, so you can compete with the big guys etc etc.
Some of these goods would propably be ones that you as the government wouldn't need. It would be the people that would buy this, and it wouldn't be in your control. But you could propably make some kind of protectionistic things in your SE settings.
So, what do you think?
I think there should be a global trading market, where all items you can trade with are represented. There should be loads of them. Maybe 15 raw materials (6-8 vital ones - oil, coal, iron etc, the rest should be luxury items like cotton and silk which could increase trade and happyness of your people if used in a city), and maybe 50 refined goods (these would consist of labour and for some a certain raw materials - like 1 oil + 1 labour = 1 gasolin, 1 iron + 1 labour = 1 handweapons and 5 labour = 1 computers etc). Some of these goods would be required to build certain units/improvements (like ancient hand weapons for legions and computers for a research facility). This would mean that you would no longer need a certain advance to build a unit/imporvement. You would just need that advance to build the good required to construct it. You could also need a certain improvement in the city in which you are building the good - like a manufacturing plant to build computers. So if you had an advance you could set some of your cities to make these goods and then set them for sale on the global market - you would set the price, so if you had monopoly people would have to pay your price if they wanted the item! The buying countries could need the good badly, and so they were willing to pay for it in stead of making it themselves, they could simply be very wealthy countries or they could be countries without the advance required to make the item (you would have to approve when people wanted to buy stuff from you to keep your enemies from getting certain items. This would of cause have a negative effect on their aditude towards you).
There would be 2 types of trade: one would be to buy a vertain amount of an item to a certain price every turn. It would continue untill canceled by either side (you would want a steady amount of oil every turn for your production, units etc). The other type would be to buy an amount of an item in one turn. The trade would excist only in one point in time (like if you buy 1 computers item for your research lab).
When you traded you would choose what city the trade should be to. If it was oil you would then make internal routes from the city it got to first to your other cities. The price for the delivery would be determined by distance, advances, terrain and roads/railroads. It would take an amount of time for the trade to be established, determined by the same as above. It could take from 20 turns if you trade something across the globe in ancient times to to 1 turn everywhere in the world after the discovery of advanced flight.
This would of cause require a fast and good interface to keep it from becoming annoying micromanagement. There should be a button in the build menu for cities, which would take you directly to the marketplace. Each good/raw material would be listed, a click on one would show you each item of the good being set for sale, who was selling it, how much they wanted for the good and how much you would have to pay (due to shippingcosts). A simple dubbleclick on one would have you buy it and have it delivered to the city you were entering the market from. This shouldn't take more than a few seconds.
This way global economic crisises could emerge realisticly: The biggest oil exporting country in the world was at war, and it's improvements get destroyed, it moves workers from oil pumping to production for units etc, so it stops exporting oil - this would make production of other goods slower, raising the cost of them. Soon there would be a global depression.
I think that items like oil and coal should be vital to your production after industrialization. My concept is, that workers working outside the cities should produce only little labour. They would get food and raw materials. Labour should be made inside the cities, as a sort of specialist citizen. 1000 people (I vote for having people in stead of heads) could maked 10 labour per turn(using the famous X10 system). If you have a factory in the city this could be raised to 20 labour, but that would require 1 coal unit. A manufacturing plant could raise this amount to 30, but this would require 1 oil (maybe you could replace the 1 coal with 1 oil after having contructed the manufacturing plant, portraying that the world is not as dependant of coal today as 100 years ago). This way you become extremely dependant of raw materials in modern times, increasing trade dramatically.
Trade routes should be visible with a certain economic map which could be switched on and off like the map grid. You could make embargoes against your enemies if you have a large fleet (finally an actual reason to have a fleet!!) crumbling them in a matter of turns.
This would also give you reasons to go to war (besides from being pissed on the leader of your neighbor civ) - you REALLY need that coal your smaller neighbor has to get that industrial revolution started, so you can compete with the big guys etc etc.
Some of these goods would propably be ones that you as the government wouldn't need. It would be the people that would buy this, and it wouldn't be in your control. But you could propably make some kind of protectionistic things in your SE settings.
So, what do you think?
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