Question: reducing Trade to Ports only

W.i.n.t.e.r

Frozen!
Joined
Jan 30, 2002
Messages
5,072
Location
Monaco di Baviera!
I have long felt that the idea of airports acting as key trade points is greatly overrated (I mean how much oil, tobacco or cattle do we transport via air transport in real life?)...

How would one best cut resource trade (i.e. bulkware) down to being possible via ports, without infringeing the AI and general gameplay? Suggestions...?
 
My guess would be to uncheck the trade box in the airport in the editor. Then you'd have to do something to make the AI more likely to build a few harbors...possibly toying with the flavors?
 
W.i.n.t.e.r said:
I have long felt that the idea of airports acting as key trade points is greatly overrated (I mean how much oil, tobacco or cattle do we transport via air transport in real life?)...

Heard of the Blockade of Berlin, 1948?
 
Perhaps you could make a small wonder that can be built after you have five (Five being the magic number as ever) airports that allows air trade from that one location.
 
That wouldn't work because then only one location will have Air Trade, and It can't Trade with itself. Well. .you could trade with other countries.. but no trade between your own cities
 
Goldflash said:
That wouldn't work because then only one location will have Air Trade, and It can't Trade with itself. Well. .you could trade with other countries.. but no trade between your own cities

Well he is looking for a way to LIMIT air transport, and having one general air traffic route per country is certainly a limit. Obviously the key would be to build that improvement in a location with good pre-existing trade routes. We'll have to see if it works sufficiently if Winter goes ahead with it...
 
Mr. Do said:
Well he is looking for a way to LIMIT air transport, and having one general air traffic route per country is certainly a limit. Obviously the key would be to build that improvement in a location with good pre-existing trade routes. We'll have to see if it works sufficiently if Winter goes ahead with it...

Does this affect airlifts??
 
Actually, I think Airlifts require a Builduing labled BLDG_Airport

I'm not certain of this. .but I think other wierd improvements, like Walls and Aquaducts are aslso dependant on their labels as well.
 
Goldflash said:
Actually, I think Airlifts require a Builduing labled BLDG_Airport

I'm not certain of this. .but I think other wierd improvements, like Walls and Aquaducts are aslso dependant on their labels as well.


Not true. There is a flag. Never, ever, ever never is any labels required for any buildings or units.
 
Really? Where do you see a 'Cannot be near River' Flag? Or a 'Only applicable on City Size 1?' Flag?
 
Goldflash said:
Really? Where do you see a 'Cannot be near River' Flag? Or a 'Only applicable on City Size 1?' Flag?

Those are hard coded. One deals with the acquedcut coding, the other with city walls, however, they can still ahve civilopedia entries that say BLDG_Sewer and BLDG_Army_Base instead.
 
I would guess that is correct, but I don't know (And would like to know out of sheer bloody mindedness). It seems quite random that the 9th entry in particular gets hard-coded stuff built into it, though. There could be other reasons though, e.g. the first defensive building in the list gets the walls treatment. I am quite sure that the aqueduct, however, does not have a "Cannot be near River" flag hardcoded; instead I would expect that this attribute is inherent to the "allows city size level 2" flag.
 
Goldflash said:
Really? Where do you see a 'Cannot be near River' Flag? Or a 'Only applicable on City Size 1?' Flag?

Nowhere, because they do not exist. Aqueducts cannot be built in a city on a river because the river provides the aquaduct effect. Walls can only be built in size 1 cities because every other city size already has defensive modifier equal or greater than walls provide. Try actually testing these in game before blathering on about hardcoded label limits here.

To clarify: ANY building that has as one of its effects "allows city size 2" without also having "allows city size 3" will not be buildable in a city next to a river (or in a city that already has an aquaduct). Ever. Even Great Wonders. Similar thing with walls - if you made the smallest city size have a 50% defensive bonus, no one would EVER be able to build walls or any building that only provided a 50% or less defense bonus.
 
Back
Top Bottom