Announcement

Collapse
No announcement yet.

Openciv3 - Trade

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #16
    Ok trade goods. You figure it was only a matter of time before I get you guys started thinking about what are going to have as far as trade goods...

    To begin with, there are materials.
    Iron
    copper
    silver
    gold
    wood
    leather
    lead
    aluminum
    helium
    These and others would become available once the necessary technology is discovered to smelt them. This is handled by a materials by materials basis. However, once your civ develops atomic theory, you can compile an atomic chart, or, Periodic Table. Periodic elements (in game terms) are non major elements that are used in industrial use, but either too scarce or too unimportant to be used in game terms (like francium). Therefore At this point, others would be called the resource named "Periodic elements" or you could just call them "other." Construction resource cost on many modern equipment would require the "other" materials we're talking about, which would render automated-hover-tanks and SkyMechs out of the question for primitive civs regardless of how many shields they're producing (not that we're using shields.)

    Other trade goods, food
    Mostly this goes on within the confines of your empire. Vast agrarian areas like to pass excess food on to major urban sites. You can, however, buy or sell or trade or steal or give food to or from other civs. Price should be negotiated between the two.

    Specialty items
    As stated earlier, these items start as being unique to the origional civ. They can go to other civs, but you would always enjoy a revenue bonus because of authenticity. Listed here are some default trade specialty items, but we should leave this in a .txt file so the player can tweak them as needed.
    Trinkets
    Gizmos
    Widgets
    Doodads
    Items
    Thingys
    Whatsits

    Y'all expand on these ideas if you like
    He's spreading funk throughout the nations
    And for you he will play
    Electronic Super-Soul vibrations
    He's come to save the day
    - Lenny Kravitz

    Comment


    • #17
      Materials:

      Iron and copper is ok.

      Silver is not needed. It basically does the same thing as gold, so why not just have one - gold - to cover them both?

      Gold and wood should of cause be included.

      Leather is propably a bit far out. Is it really an important material?

      Lead is also too far out.

      Aluminium is great.

      Helium is not very useful, so I wouldn't include it.

      Other materials:

      Oil
      coal
      uranium
      stone (maybe not - can be found anywhere)
      coffee? (it is one of the major trading goods of the modern world)

      Besides these we need all the manufactured goods. I am not sure I think we should have widgets and gizmos. I would much rather have automobiles, clothes, gasolin, computers and such.

      We would propably need several of these, but we should try to limit us to 50 or so. Of cause most of them would be traded by the people themselves, so the player wouldn't be directly involved. We would propably also need to make some generalizations, so we could have Small consumer goods as one category in stead of 20 gadgets.
      "It is not enough to be alive. Sunshine, freedom and a little flower you have got to have."
      - Hans Christian Andersen

      GGS Website

      Comment


      • #18
        Joker: Yes, but in your system 1 pop meant 1000 people. So, 1000 people could eat 10 food. This is no problem. You could then give only 8 food for those 1000. Or, 10 food for 10000. It is after all only a relative figure showing how much the people get to eat. All production could be measured in "units" - for example your civ produces 10000 units of food. This would feed one million people, if the average rations are 10 units per 1000 people. The amounts could well be rounded, or we could use floating point numbers.

        About the population system; I have quite good vision of it, but haven't been able to explain it very well yet. It will be one of the first things to do, yes.

        Resources, materials, trading goods:

        We shouldn't make the groups very specific, to keep the number under control. The total number of all items could go up to 60, but hopefully not very much higher. Notice that usually no civilization can produce all of these.

        These are the raw materials we will need. They are found in deposits, and usually have only a limited supply:
        iron
        copper
        tin (needed for making bronze)
        gold (includes all valuable metals, as Joker suggested)
        uranium (used for... well, you know.)
        aluminium
        coal
        oil
        methane?
        rare metals (includes all other uncommon metals, used in modern world)
        gems (precious stones)

        Refined materials: These are basically raw materials, but are not found from the ground.

        semiconductors
        superconductors (in future)
        ceramics (needed in space industry, electronics, etc. Might be very important in future.)
        antimatter (far in future)
        plastics
        chemicals (Do we need to specify?)
        water (in future, if fresh water supplies go very down... or demanded in dry countries)
        steel
        some other metal alloys perhaps?
        bronze?
        uranium? (refined from uranium ore)
        some other refined raw materials? Perhaps mining should include also the refining effort. For some materials, you would need to build a special mine, for example.
        plutonium? (refined from uranium, needed for H-bombs)
        aluminium? (refined from ore, very difficult process)

        These two are needed for fusion, so they might be very important in future world:
        helium (or tritium)
        hydrogen (or deuterium) (needed also for H-bombs)

        These can be found almost anywhere:
        food
        wood
        stone (important for large buildings, and eventhough it's found everywhere, it's hard to mine)
        clay (for pottery&bricks, we could live without it, though)

        These are "grown", but not anywhere:
        wine
        cotton
        silk
        coffee
        spices
        cocoa
        tea
        fruits
        furs
        ivory

        These are produced in factories etc. They are not listed in any particualr order, I wrote them down as they popped to my head:
        All unit equipment&war machines
        All buildings (you could buy a nuclear plant, for example)
        (These two are special - usually they are ordered in a package, and not traded regularly)

        gasoline
        automobiles
        consumer electronics
        computers
        airplanes (civil aircraft)
        ships (civil vessels)
        software
        clothes
        machinery
        electronics? (components)
        telecommunicators
        furniture?
        paper
        consumer chemicals? (Cosmetics etc. What would be a better word?)
        explosives?
        medicinery
        Some biotechnical products?

        Any more? I think there are around 50 of them now, so we can add some. But, if we want the game to extend into future, we need to think what people could need then...
        [This message has been edited by amjayee (edited June 30, 2000).]

        Comment

        Working...
        X