Roibeárd
Mar 06, 2006, 05:18 PM
Here is an idea that I have searched for and not seen posted. It seems relatively easy to implement within the current game system and would open up new strategies and add another interesting aspect to the game.
I propose adding a way for a player to borrow money and deficit spend. Here's how it would work:
After researching the Currency tech (Banking comes too late) a new game feature, called "The Bank" would show up. The Bank is basically another AI which dosen't have a physical presence on the map and is always neutral toward all players. Players could go to The Bank and negotiate loans which would need to be paid back, with interest, over a set number of turns. The player would have to put up collateral for the loan in the form of units, buildings, wonders or whole cities.
Once the loan is made, the payments would be deducted automatically from the player's treasury. If the player defaulted on the loan by missing a payment, The Bank would seize the collateral. If units put up for collateral did not exist at the time of default, buildings, wonders and or an entire city or two could be seized.
Here's where it gets interesting -- any other player can buy the seized assets from the bank at a discount, and any player can also perform the functions of The Bank by loaning money to other players and, if the debtor defaults, seizing assets. To prevent abuse, any two civs that have a current loan arrangement couldn't declare war on each other.
The only conundrums I can think of are that in the current system, you can't buy units or buildings without Universal Sufferage (which is kind of non-sensical IMO anyway) and near the end of the game, borrowing would have be cut off, due to the fact that repayment terms would exceed the length of the game.
Another possible feature would allow players to sell resources or buidings to the bank for cash - perhaps after researching Economics. The Bank would be programmed not to pay a premium, because it would try to sell them at a profit to another player.
These would open up a number of new and interesting game strategies:
You could borrow to finance a war, for offense or defense. Obviously a risky strategy, but one that could turn a game around.
You could borrow to finance an overseas expedition or rush a settler to more quickly expand your territory
You could borrow to maintain high tech spending during a period of expansion and count on those cottages later providing cash flow for you to pay off the loan.
A player could even pursue a "financial strategy". A financial player could maintain a small geographic empire and use his excess cash to make loans to other players or buy and sell assets. Buy buying discounted units, resources and buildings, he could be a world power without commanding a huge physical empire or having resources within his borders. The war protection afforded through a loan deal would allow him to avoid getting stomped by other civs with larger armies.
There could even be an ability for the bank to hold auctions or even to for a player to buy futures contracts from the bank. For instance, pay the bank 50 gold now for the opportunity to buy gems for 5 GPT if they become available in the next 50 turns. But maybe I'm getting too complex here.
This new feature would really open a whole new world of possibilities and would ensure that no player would never be totally out of the game, especially in multiplayer.
I thought about this feature because I'm disappointed in Civ's clumsy economic/trading systems and by the fact that in real-world history, financing and trading has been so important.
In Civ, there is simply no way to be powerful without commanding a lot of territory. Throughout history, small resource-poor nations have become powerful through finance and commerce. Think of Venice and the Netherlands during the Renaissance, who financed expeditions to the new world. Japan and Korea became industrial powerhouses and Singapore and Hong Kong, tiny one-city nations, control billions in commerce.
Footnote: I know it might not be "realistic" to have a building or unit removed from a city and relocated to another, but there are a lot of things in Civ that make for good, balanced game playing that aren't necessarily "realistic".
I propose adding a way for a player to borrow money and deficit spend. Here's how it would work:
After researching the Currency tech (Banking comes too late) a new game feature, called "The Bank" would show up. The Bank is basically another AI which dosen't have a physical presence on the map and is always neutral toward all players. Players could go to The Bank and negotiate loans which would need to be paid back, with interest, over a set number of turns. The player would have to put up collateral for the loan in the form of units, buildings, wonders or whole cities.
Once the loan is made, the payments would be deducted automatically from the player's treasury. If the player defaulted on the loan by missing a payment, The Bank would seize the collateral. If units put up for collateral did not exist at the time of default, buildings, wonders and or an entire city or two could be seized.
Here's where it gets interesting -- any other player can buy the seized assets from the bank at a discount, and any player can also perform the functions of The Bank by loaning money to other players and, if the debtor defaults, seizing assets. To prevent abuse, any two civs that have a current loan arrangement couldn't declare war on each other.
The only conundrums I can think of are that in the current system, you can't buy units or buildings without Universal Sufferage (which is kind of non-sensical IMO anyway) and near the end of the game, borrowing would have be cut off, due to the fact that repayment terms would exceed the length of the game.
Another possible feature would allow players to sell resources or buidings to the bank for cash - perhaps after researching Economics. The Bank would be programmed not to pay a premium, because it would try to sell them at a profit to another player.
These would open up a number of new and interesting game strategies:
You could borrow to finance a war, for offense or defense. Obviously a risky strategy, but one that could turn a game around.
You could borrow to finance an overseas expedition or rush a settler to more quickly expand your territory
You could borrow to maintain high tech spending during a period of expansion and count on those cottages later providing cash flow for you to pay off the loan.
A player could even pursue a "financial strategy". A financial player could maintain a small geographic empire and use his excess cash to make loans to other players or buy and sell assets. Buy buying discounted units, resources and buildings, he could be a world power without commanding a huge physical empire or having resources within his borders. The war protection afforded through a loan deal would allow him to avoid getting stomped by other civs with larger armies.
There could even be an ability for the bank to hold auctions or even to for a player to buy futures contracts from the bank. For instance, pay the bank 50 gold now for the opportunity to buy gems for 5 GPT if they become available in the next 50 turns. But maybe I'm getting too complex here.
This new feature would really open a whole new world of possibilities and would ensure that no player would never be totally out of the game, especially in multiplayer.
I thought about this feature because I'm disappointed in Civ's clumsy economic/trading systems and by the fact that in real-world history, financing and trading has been so important.
In Civ, there is simply no way to be powerful without commanding a lot of territory. Throughout history, small resource-poor nations have become powerful through finance and commerce. Think of Venice and the Netherlands during the Renaissance, who financed expeditions to the new world. Japan and Korea became industrial powerhouses and Singapore and Hong Kong, tiny one-city nations, control billions in commerce.
Footnote: I know it might not be "realistic" to have a building or unit removed from a city and relocated to another, but there are a lot of things in Civ that make for good, balanced game playing that aren't necessarily "realistic".