View Full Version : Unit Trades
sk065 Sep 28, 2005, 11:21 AM Will we ever get to trade units ala civ 2? Judging by the latest screenshots of the diplomacy screen it looks doubtful. I wonder why they have decided not to include units as tradable items.
Hopefully a mod?
Varelse Sep 28, 2005, 11:29 AM I hope it is included as well. It opens up more diplomatic opportunities, such as sending a civ some units and then maybe paying them to go to war with another civ that is a thorn in your side.
vStauffenberg Sep 28, 2005, 11:39 AM they just HAVE to include this. if they don't, i won't buy the game. (trying to create some pressure)
JG99_Korab Sep 28, 2005, 12:13 PM I think are heard that teamed civs can trade. I'm not sure.
Aussie_Lurker Sep 28, 2005, 04:18 PM Yeah, I have heard that in MP team games you can trade units-so it would be unusual if you couldn't do it in SP games as well. Its true that we haven't seen any screenies indicating unit trades, but it might simply be because of the tech requirement which might be required for unit trades. Either way, if unit trades are in-in any part of the game-then it shouldn't be incredibly difficult to bring it into the SP game too (I hope!!)
Yours,
Aussie_Lurker.
holy king Sep 29, 2005, 10:55 AM maybe the Ai wasnt able to handle unit trades
(btw. what about the culture flip now? there was rumour its back, because the ai couldnt reasonably trade cities????)
Dearmad Sep 29, 2005, 01:16 PM The problem with unit trades is AI's can't evaluate the value. And you could burdena civ with upkeep costs- unless the AI understood to decommission the unit and get the resources back when it wasn't needed. But coding that AI seems like an extra burden no one at Firaxis would likely take up, IMO.
apatheist Sep 29, 2005, 01:26 PM The problem with unit trades is AI's can't evaluate the value. And you could burdena civ with upkeep costs- unless the AI understood to decommission the unit and get the resources back when it wasn't needed.
Can't? Or didn't? There's a big difference. Given the emphasis they had on multiplayer from the beginning and also how they modelled the AI on the MP, that is a lot less likely. I'm also completely unwilling to nerf game mechanics because of AI deficiencies. The AI can be improved without changing the rest of the game, but changing game mechanics has far-reaching implications.
Carver Sep 29, 2005, 01:34 PM They've catered to civvers' wishes considerably: redone UN, better diplomacy, more moddability. I'm sure they took the issue of unit trading very seriously and tried to program it in. Did they succeed in including unit trading w/o hurting the AI? If they couldn't teach the AI to use it then they probably cut it out - but I'm hopeful that it's in the game an the AI is trained properly.
Aussie_Lurker Sep 29, 2005, 04:19 PM As far as I can see, it should be fairly simple to incorporate an algorithm for the AI which will allow it to do both unit and city trades without being exploited by human players.
Effectively, the algorithm would be based on:
Value=(Unit Strength)*(Promotions)*(Special abilities)*(# of resources needed to build)+(Tech Level Difference*n)/(ratio of cost to treasury).
The difference between this value and the price asked/offered will impact both on the chance of the AI accepting AND the AI's attitude to you after the offer.
This way, even if the AI DOES accept a poor unit trade-now and again-it will harm your diplomatic standing with them in future.
A similar approach could-and should-be applied to city trades as well. To me, it just doesn't seem that hard :confused:
Yours,
Aussie_Lurker.
oldStatesman Sep 30, 2005, 09:30 AM As far as I can see, it should be fairly simple to incorporate an algorithm for the AI which will allow it to do both unit and city trades without being exploited by human players.
I agree. With the caveat that eventually someone will find an exploit for most game situations...after all, that is what humans do best... ;)
I have no issues with exploits...as long as they are avoidable and 'recordable' to prevent their use in official online HOF and GOTM situations. For an example, I know that here the mods can catch you if you are using exploits such as gold mining or reloading to mine leaders in Civ3 from your submitted save...
I'd rather not be saved from exploits that are avoidable by personal choice...let those who use them enjoy the feeling if that rocks their world...don't try to regulate private behavior in the game as long as the only Civ you are really hurting in the long run is your own.... ;)
apatheist Sep 30, 2005, 11:19 AM I agree. With the caveat that eventually someone will find an exploit for most game situations...after all, that is what humans do best... ;)
That's only possible if the exploit is there. You'll never get rid of all exploits (exploits are just design bugs), but you can certainly work to reduce the frequency, accessibility, and scope of them. Otherwise, your comment (taken to its logical conclusion) would imply there's no point in having any features at all.
oldStatesman Sep 30, 2005, 03:48 PM That's only possible if the exploit is there. You'll never get rid of all exploits (exploits are just design bugs), but you can certainly work to reduce the frequency, accessibility, and scope of them. Otherwise, your comment (taken to its logical conclusion) would imply there's no point in having any features at all.
Sorry, that's your meaning, not mine. You really misinterpreted what I had to say. ;) I just mean that there will always be exploits...in any system. What one man does, another will overcome. That's human nature and the power of human intelligence. Nothing is foolproof. The key is to control them, and not overcontrol/overreact to them. Overcontrol/Overreaction is worse in a lot of respects to under control. Some things must be left up to one's judgement, to appeal to the 'honor' in each of us - if only for ease and simplicity's sake.
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