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Old May 01, 2003, 12:34 PM   #1
_Impreza_
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Arms Trading

For the world 2003 scenario we have added new recources which are invisible but represent arms contracts. This means you can say for instance give Israel contracts to build the Apache helicopter if you are the US. This means to make an Apache the recource u need is this contract. This makes the scenario fit in with modern military world. This means country's such as Russia etc can make its money by selling its tanks. This is a revolutionary idea. First thought by me and worked out by Maciek. This should change the way we look at scenario making and changes the outlook of civ3. This makes the possibility say in a world war 2 scenario for the UK to supply Russia with arms etc.
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Old May 01, 2003, 12:37 PM   #2
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Interesting, but if each country only has one resource they wont sell it, if they have two it does´nt really matter. Or did I misunderstand something?
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Old May 01, 2003, 12:38 PM   #3
_Impreza_
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Ok, the US for instance has about 7 contracts for abrams, 5 contracts for apache. They have enough recources to sell. This makes money come through for nations. did that explain it?
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Old May 01, 2003, 12:41 PM   #4
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Also only the US has contracts for things whitch are made by the US such as the Apache. This has been tested and it works, Country's wanna buy them and when they do they can thus make that unit.
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Old May 01, 2003, 12:46 PM   #5
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ok i see, but the country arent really selling the units, they are just selling a resource. I dont really see the difference between that, and selling Iron if you were the only civ to have it. Its a good way to use resources though.
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Old May 01, 2003, 12:48 PM   #6
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What an ingenious idea! Very cool! Good work.
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Old May 01, 2003, 12:49 PM   #7
_Impreza_
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Well the thing is this is a specific recource for a specific unit. You dont have the recource u dont have the unit. I think its accurate enough. As the scenario is in weeks.
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Old May 01, 2003, 12:53 PM   #8
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Quote:
Originally posted by _Impreza_
Well the thing is this is a specific recource for a specific unit. You dont have the recource u dont have the unit. I think its accurate enough. As the scenario is in weeks.
Sure its a good idea, and it will contribute to the scenarios gameplay, I just dont think its a revolutionary idea, but thats just my point of view
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Old May 01, 2003, 12:59 PM   #9
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Well not revolutionary for Medievil Scenarios. Its a different way of looking at world war 2 and modern day scenarios though.
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Old May 01, 2003, 01:01 PM   #10
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Quote:
Originally posted by _Impreza_
Well not revolutionary for Medievil Scenarios. Its a different way of looking at world war 2 and modern day scenarios though.
Medieval scenarios? I just used swordsman as an example, it could have been Infantry to. Though this discussion is getting pointless.
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Old May 01, 2003, 01:03 PM   #11
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Very, to=too? anyways its a cool idea.
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Old May 01, 2003, 01:08 PM   #12
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Yes its a cool idea. And sorry I will never figure out when to use too and to, but thats just me
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Old May 01, 2003, 01:11 PM   #13
_Impreza_
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its revolutionary in The World 2003 scenario, .
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Old May 01, 2003, 01:13 PM   #14
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Quote:
Originally posted by _Impreza_
its revolutionary in The World 2003 scenario, .
ok lol, this is a very revolutionary idea
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Old May 01, 2003, 02:25 PM   #15
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That could be nice I still dont get it quite yet but I'm working on understanding.


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Old May 01, 2003, 02:49 PM   #16
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I was going to use the same idea for a mod to recruit mercenaries, but i was just going to tag the units to a resourse that one kingdom had a lot off and no other had. Other choice civs had the unit as buildable, but need to trade the resourse to build the units.

Same principle, although I like the idea of naming the resource contracts for specific units.
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Old May 01, 2003, 03:02 PM   #17
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I really think its revolutionary
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Old May 01, 2003, 03:31 PM   #18
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Me too thinks it's revolutionary - very useful in ww2 and post ww2 scenarios like you said.
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Old May 01, 2003, 03:47 PM   #19
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You have my vote too - it is revolutionary idea, very good too. For modern day scenarios it is even more realistic than direct unit trading.
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Old May 02, 2003, 02:44 AM   #20
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Unit factories as resources have been discussed before, to try and make bombing of factories a legitimate strategic attack in WW II mods.

How do you propose making the resources "invisible"? Or do you want to just guive a handicap to the human player?

There are a plethora of ideas out there as to units, buildings etc... the trick is trying to get the Ai to use them correctly. I would suggest you go with the apache factories for your 2003 scenario, especially since it is going to be a pre-made map anyways.
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