I want to know what you guys think:
Trade System
here what i suggest:
Goods
They are pretty much the same as they usually are. Graphics in the map that you collect creating a city near them.
But i plan to make these goods depletable. As you harvest it it looses a certain amount that is defined in the beggining of the game when this amout reachs 0 it gets depleted.
How to know how much there is in a good reserve?
We could create Tile Improvements that show some values in the bottom of the good like:
1-5, 6-10, 11-15, 20-30, 30-50, 50+
Good Bonus
- All godds adds gold, food or prodution depending on its type. This is already implemented in mods through martin's code.
- Most of the goods will give an bonus in happiness in the best civ3 luxuries styles.
- Some goods will be necessary to create certain units, buildings and maybe wonders.
Selling Goods
The selling of the goods continues being managed by the trade screen. You choose a city to send it and sells the good. But here is where it starts the changes. Instead of creating a trade route a message pop up. Asking for how much gold do you want to sell every amount of the good and the maximum amount the buyer can actually buy. If the buyer accepts the offer a good of same kind as traded will show up next to the city wich was send with a label under the good (TI) written "Via Trade". And the amount of good as explained above.
This way the city who bought it will have the good bonuses including the building of certain units and building as explained. It can eve sell it to others players or send to another city of yours so that it gets the bonus (being careful since it will disappear after the certain amount reachs 0.
Buying Goods
This will be a bit harder and will have to be done through messageboxes.
Here how it works.
Select a city that belongs t you. Them find a city that has the good being harvested.
When clicking in a city that doesnt belong to you a message pop up telling wich goods are being harvested there. The player chooses one and the seller gives a certain gold value for it and a maximum number allowed to sell if he will accept to sell. The buyer them tell how much good amount he will want and them a good will be created in the city previouly selected.
goods
Here is a list i came up with 30 goods
Obs there still can be chose 1 for each terrain.
Other Features to think about:
- Stored Food - If a city has growth at the maximum value (10.000) will be created a food good (probably the best graphic is the goodmod rice) wich can be traded and protects a city from starvation or may boost the food in a city or terrain.
- Colonies - With this system colonies will be Tile improvements that sends a good to its owner the nearest city. The colonies can be created by units with the order create colony or could be places as regular imps. The lavel "Via Colony" Can be added.
- Pirating - Instead of pirating trade routes you have to pirate goods. A pirated good has some amounts of it sent to the nearest city. The lavel "Via Piracy" Can be added.
Forget all about trade routes they have to be dropped because i cant control when they broke.
Trade System
here what i suggest:
Goods
They are pretty much the same as they usually are. Graphics in the map that you collect creating a city near them.
But i plan to make these goods depletable. As you harvest it it looses a certain amount that is defined in the beggining of the game when this amout reachs 0 it gets depleted.
How to know how much there is in a good reserve?
We could create Tile Improvements that show some values in the bottom of the good like:
1-5, 6-10, 11-15, 20-30, 30-50, 50+
Good Bonus
- All godds adds gold, food or prodution depending on its type. This is already implemented in mods through martin's code.
- Most of the goods will give an bonus in happiness in the best civ3 luxuries styles.
- Some goods will be necessary to create certain units, buildings and maybe wonders.
Selling Goods
The selling of the goods continues being managed by the trade screen. You choose a city to send it and sells the good. But here is where it starts the changes. Instead of creating a trade route a message pop up. Asking for how much gold do you want to sell every amount of the good and the maximum amount the buyer can actually buy. If the buyer accepts the offer a good of same kind as traded will show up next to the city wich was send with a label under the good (TI) written "Via Trade". And the amount of good as explained above.
This way the city who bought it will have the good bonuses including the building of certain units and building as explained. It can eve sell it to others players or send to another city of yours so that it gets the bonus (being careful since it will disappear after the certain amount reachs 0.
Buying Goods
This will be a bit harder and will have to be done through messageboxes.
Here how it works.
Select a city that belongs t you. Them find a city that has the good being harvested.
When clicking in a city that doesnt belong to you a message pop up telling wich goods are being harvested there. The player chooses one and the seller gives a certain gold value for it and a maximum number allowed to sell if he will accept to sell. The buyer them tell how much good amount he will want and them a good will be created in the city previouly selected.
goods
Here is a list i came up with 30 goods
Code:
Forest Coal Hard Wood Bears Plains Horses Elephants Spices Tundra Bauxite Oil Caribou Glacier Diamond Bauxite Seals Grassland Horses Cattle Tobacco Desert Saltpeter Oil Dates Swamp Saltpeter Oil Alligator Jungle Saltpeter Elephant Sugar Mountain Iridium Iron Tea Hill Coal Iron Coffee Brown Hill Diamonds Bauxite Copper Brown Mountain Iridium Iron Copper White Hill Bauxite Oil Rubies White Mountain Diamods Rubies Iron Water Shallow Shallow Fish Crustaceous Pearls Water Deep Deep Fish Whales ShellFish Water Volcano Deep Fish Whales Diamonds Water Beach Shallow Fish Crustaceous Pearls Water shelf Deep Fish Whales Oil Water Rift Deep Fish Whales Oil Water Kelp Shallow Fish Crustaceous Pearls Water Reef Shallow Fish Crustaceous Pearls
Code:
Good Source Coal GoodMod Hard Wood CTP2 Bears CTP2 Horses CIV3 Elephants CTP2 Spices CTP2 Bauxite GoodMod Oil CTP2 Caribou CTP2 Diamond CTP2 Seals GoodMod Cattle CTP1 cattle unit Tobacco CTP2 Saltpeter CIV3 Dates GoodMod Alligator CTP2 Sugar CTP Iridium ??? Iron GoodMod Tea CTP2 Coffee CTP2 Copper GoodMod Rubies CTP2 Fish GoodMod Crustaceous CTP2 Crabs Pearls CTP2 Whales CTP2 ShellFishs CTP2 giant squid
- Stored Food - If a city has growth at the maximum value (10.000) will be created a food good (probably the best graphic is the goodmod rice) wich can be traded and protects a city from starvation or may boost the food in a city or terrain.
- Colonies - With this system colonies will be Tile improvements that sends a good to its owner the nearest city. The colonies can be created by units with the order create colony or could be places as regular imps. The lavel "Via Colony" Can be added.
- Pirating - Instead of pirating trade routes you have to pirate goods. A pirated good has some amounts of it sent to the nearest city. The lavel "Via Piracy" Can be added.
Forget all about trade routes they have to be dropped because i cant control when they broke.
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