I wonder if this is an interesting topic...?
I'm trying to come up with an entertaining, low-micromanagement implementation of international trade that would involve a lot of dealings with other players.
Although I like the detail in Imperialism and Colonization, I worry that the player has to spend too much time developing ones own economy, which doesn't involve dealing with other players.
I thought of a system where you could get an "economic victory" by in a sense "purchasing" enemy cities and taking some of their production, but this seems a bit messy to me, and just another form of conquest, not even all that different from a military one.
Then I hopped onto the EU1/2 site to read about them, games I've never played, and I got some good ideas. It seems that in EU, some cities are "centers of trade" or some such, and players can place merchants there to gain some income from them. (I assume you also gain income by just owning the city.) There is a limit to how many merchants can operate, though, and your ability to compete with other merchants is based on some kind of "Trade" tech level.
This is ingenious, isn't it? Very very simple, and I think it would create diplomatic options: "Open your markets to our merchants," "Give us exclusive access to your markets"... Perhaps Communist nations could not place merchants in Democratic (or Free Market) cities, creating an incentive for them to not be friends. There would be economic complications to going to war, and blockading ports could annoy more folks than just the owner.
The only bad aspect I can see is that it might be too much of an abstraction, if one wanted more detail as far as what is traded, etc.
Any thoughts? Plans for other systems? If I could come up with something as slick as that for religion, I would certainly want to put it in.
Miznia
I'm trying to come up with an entertaining, low-micromanagement implementation of international trade that would involve a lot of dealings with other players.
Although I like the detail in Imperialism and Colonization, I worry that the player has to spend too much time developing ones own economy, which doesn't involve dealing with other players.
I thought of a system where you could get an "economic victory" by in a sense "purchasing" enemy cities and taking some of their production, but this seems a bit messy to me, and just another form of conquest, not even all that different from a military one.
Then I hopped onto the EU1/2 site to read about them, games I've never played, and I got some good ideas. It seems that in EU, some cities are "centers of trade" or some such, and players can place merchants there to gain some income from them. (I assume you also gain income by just owning the city.) There is a limit to how many merchants can operate, though, and your ability to compete with other merchants is based on some kind of "Trade" tech level.
This is ingenious, isn't it? Very very simple, and I think it would create diplomatic options: "Open your markets to our merchants," "Give us exclusive access to your markets"... Perhaps Communist nations could not place merchants in Democratic (or Free Market) cities, creating an incentive for them to not be friends. There would be economic complications to going to war, and blockading ports could annoy more folks than just the owner.
The only bad aspect I can see is that it might be too much of an abstraction, if one wanted more detail as far as what is traded, etc.
Any thoughts? Plans for other systems? If I could come up with something as slick as that for religion, I would certainly want to put it in.
Miznia
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