Trade

Jake5555555

Warlord
Joined
Feb 23, 2004
Messages
149
I never particularly liked the Civ trading system, and hereare my suggestions for improving it.

1) Trade should be done in quantities. This is more realistic because the US has several oil supplies, but still imports huge amounts of oil. This would also be good because you could eliminate the AI's need to give you bad deals because you are so much bigger then them and they would be giving a luxury that makes people in 30 cities happy and you are giving them one that makes people in 5 cities happy.

2) Trade should not be part of diplomacy. The only way that you should be able to affect your nations trade should be through tarrifs, embargoes, and letting your people know that you need a certain resource so they will sell it to you.

3) Resources should do more then just allow you to build your military. Your people should want oil for their cars, coal for their stoves, and aluminum for their soda cans.

Well, comments? Do you agree, disagree, not care, or what?
 
1) That would make it more complex.
However: there is already some kind of quantity. A resource will dissapear. If a resource is small then it will dissapear earlier.

2) don't have an opinion

3) Well, at least it makes them happy. That is probably because they use it for things they want (like cars, soda cans :))

Jake5555555: What do you think about my re-trade idea?
http://www2.vhl.tudelft.nl/~emile/civilization/trade_idea.html
 
Hi !

I think it would be better and realistic. Thats the major flow, it´s so evident.

Buy more than needed, to monopolize trade, chossing the ones to trade..

As car and sodas, is more a question of density.

:)
 
This is a good step towards private economics!
 
If there is one thing I would really love to see in civ IV:

A colonization style commodity system.

Each city can store tons of food, incense, iron or oil. If you want to build something in a city, you will need to have the needed resources in that city.
 
I'd settle for being able to trade for resources you already possess, so that you can, in turn, trade those resources to others (at a profit of course)
 
Instead of having invisible supply as in Civ 3, make the supply more visible -- "estimated 1000 oil units left in this well".

I've heard talk about trade being automatic, as if your private citizens willfully go out onto the open international market and buy it. In which case, you can artificially lower your oil price, or artificially raise taxes on buying foreign oil.

Having a resource cost/maintainence for units and buildings wouldn't be that different from gold, and would make sense. It would be pretty easy to see on a HUD and easy to keep your defecit/surplus in check.

This would make it possible for a nation to be an economic powerhouse without being a 30-city empire. To me, this is integral to opening up the gameplay to alternatives and competitive strategies.
 
Jake55555555555555555555555555555555555
1 this your idea will not bring anything extra to the game.
2 There are many wars fought over resources, it plays a very important roles in the relationships between nations.
3. to much micromanagement.

What i would like to see different is the way we conduct negotiations between nations. Shopping around for the best deal for your "silk" is too much of a drag.
 
I beg to differ that having a distinct supply will have no effect on the game. It makes resources mean more, and there can now be a strategy to act as a trading post between nations. You can now have the world's largest economy within small borders, which is a huge change and opens up huge alternate styles of gameplay.

As well, this idea doesn't have to involve a lot of micromanagement if it's basically all automated. Having a maintainance cost for units and buildings has no effect on micromanagement. If the maintainance cost took the form of "one coal per turn", the level of micromanagement would be no different. But the strategy would change drastically.
 
I would like the model of the economy to be toward quantitative and commodity-based trading that would allow for more in-depth trade, which could be developed as an effective strategy unto itself (allowing builders to compete much more effectively with warmongers and thus balancing the game). I also would like to see the development of a "private sector" that would not only serve as the internal force driving the economy (with players having the ability to manipulate this force to accomplish their own objectives), but also drive down micromanagement time because the mundane minutiae would no longer be handled by the player.

My concept and implementationi suggestions are in my UET II model (link in my signature). Please visit and post any comments or ideas there if you are interested!
 
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