(Rising Tide) trade units BERT

Red Menace

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stop asking questions.
Earlier today they had the Firaxis live-stream, and i was wondering if anybody else saw the Extra trade unit strength trait in the military traits, have they mentioned anything about this? did i miss something? also how do you believe amphibious trade routes will effect gameplay, is there any point in building trade vessels?
 
Aquatic cities possibly will be only able to build trade vessels. Frankly given the amphibious addition vessels need to go; they're serving no purpose now.
 
Some players can really be narrow minded sometimes. So let's say, I picked continent map.

Now imagine, my starting location is in the middle of the continent. Why shouldn't I be able to trade with the sponsors from the other continent, now that coastal cities can build improvement on any tile and there are many resources under the sea.
Their advantages needs to be gone.


https://youtu.be/NDRpsCVRQ8Y?t=1526

Logic trade routes are back : The new city is helped by the older.


edit : https://youtu.be/NDRpsCVRQ8Y?t=3261 the moment where he talks about amphibious.
 
Some players can really be narrow minded sometimes. So let's say, I picked continent map.

Now imagine, my starting location is in the middle of the continent. Why shouldn't I be able to trade with the sponsors from the other continent, now that coastal cities can build improvement on any tile and there are many resources under the sea.

Err, nothing would stop you from trading with the other continent if trade vessels were removed. Trade convoys are amphibious now. Unless I'm completely missing something.
 
Err, nothing would stop you from trading with the other continent if trade vessels were removed. Trade convoys are amphibious now. Unless I'm completely missing something.

They are amphibious but only with the the second leaf tech (the one that enabled embarking and sea barrages)
 
They mention something about range as well when discussing building a trade depot in the Brasilia/FI livestream, have the reduced the range of trade vessels? I think it could be good if they did, it would meen city placment became more important, that a isolated city would have worse trade options than a city near other civilizations.
 
hey are amphibious but only with the the second leaf tech (the one that enabled embarking and sea barrages)
i understand that amphibious trade units are needed, [i saw a station land in a one tile lake] which would be frustrating if your convoy wasn't amphibious,
They mention something about range as well when discussing building a trade depot in the Brasilia/FI livestream,
so in a world of amphibious trade units, i would need to build a slightly more expensive unit with a longer range? makes sense.
but what about trade unit strength how do you think that would work?
 
Maybe the strength of trade units means that they can defend (though from only the weakest units). Perhaps this could be increased with assigned military units, ultrasonic fence quest, etc.
 
Maybe the strength of trade units means that they can defend (though from only the weakest units). Perhaps this could be increased with assigned military units, ultrasonic fence quest, etc.

Well we've already seen the Fence Quest remaining the same.

However, if the Trade Units can defend themselves (no barbarians in Civ 5 and immunity from aliens the key reasons why I have those settings on) would mean it would indirectly nerf the need to always go with the Alien Immunity since they would no longer be one shot, I mean, all a unit needs to do to pillage a route is to just walk in it's path.
 
I think a good alternative should be to substitute the trade unit immunity to give them a little strenght against aliens, which can stack with the strenght against all enemy units from the Agreement. So when a trade unit ends up on the same tile as a non-blue alien, it will lose half its health from attriction. If they encounter a second alien on its way it will be destroyed. The trade unit health is restored every time it enters a city. Even if the city is not the destination of the route, so it will be useful to have cities along the way to act as checkpoints. This way the player trade units won't be immune to nothing, at the same time that they're not automatically destroyed when its route passes near an alien nest.

It makes the agreement even more attractive, while balancing the choices on the Fence quest.
 
I think a good alternative should be to substitute the trade unit immunity to give them a little strenght against aliens, which can stack with the strenght against all enemy units from the Agreement. So when a trade unit ends up on the same tile as a non-blue alien, it will lose half its health from attriction. If they encounter a second alien on its way it will be destroyed. The trade unit health is restored every time it enters a city. Even if the city is not the destination of the route, so it will be useful to have cities along the way to act as checkpoints. This way the player trade units won't be immune to nothing, at the same time that they're not automatically destroyed when its route passes near an alien nest.

It makes the agreement even more attractive, while balancing the choices on the Fence quest.
I like this idea:agree:

Well we've already seen the Fence Quest remaining the same.
true but they could still change it, they havn't even mentioned trade unit strength, which seems like its worth explaining.
 
At any rate, can there please be some animation when civilian units are attacked?

Seeing them just disappear is so weird.
 
At any rate, can there please be some animation when civilian units are attacked?

Seeing them just disappear is so weird.
that would be nice but i would also like victory movies and something more than just a wonder blueprint. did i build the wonder? or did i just spend the 1500 hammers on a BLUEPRINT :wallbash:

Maybe it is the other way around, trade units give cities strength?
no i dont think so it didnt seem right for the way it was worded, i found it if you would like to see for yourself, its at 51m 52s
 
Aquatic cities possibly will be only able to build trade vessels. Frankly given the amphibious addition vessels need to go; they're serving no purpose now.

Water cities could use more to differentiate them, and more reliance on and benefit from trade makes some sense.

On a related note, I hope the AI gets better at handling a navy in Rising Tide - it would seem rather crucial.
 
I like this idea:agree:

true but they could still change it, they havn't even mentioned trade unit strength, which seems like its worth explaining.

I agree with you about the blueprints, those really need artwork. On top of this, I hope they have artwork for the different techs, or at least the various quests. I am not sure how much of an improvement a splash of a planet with red lines on it is going to help immerse me in the world of BE. So to re-iterate, most importantly I would say quest art >= wonder art > tech art.
I dream of a world where we have affinity art too as we progress, that would really help immerse us, see the society change.
 
I agree with you about the blueprints, those really need artwork. On top of this, I hope they have artwork for the different techs, or at least the various quests. I am not sure how much of an improvement a splash of a planet with red lines on it is going to help immerse me in the world of BE. So to re-iterate, most importantly I would say quest art >= wonder art > tech art.
I dream of a world where we have affinity art too as we progress, that would really help immerse us, see the society change.

Well, we're derailing, we're getting new victory movies, but no wonder artwork.
 
the link is here if anyone would like to take a look.
i think adding defense values would add alot more depth to trade units than just, Build ultrasonic fence wait for quest choose reverse polarity.
hopefully they reveal something about this at PAX, i would love to know.

Originally Posted by MarshmallowBear
Well, we're derailing,
yes we are, we must control ourselves.
 
Yes, we are, according to a tweet. It's not clear what the qualities of the movies will be (1 for each victory condition).
 
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