Step by step through the trade process. Yes it looks like a lot of steps and there are probably a bunch that can be cut and and bunch that can be added, but this is only a rough draft.
1) Agree on a deal with a friendly civ. The deal determines:
- your departure city (if applicable)
- their departure city (if applicable, they choose)
- items to be traded*
- maximum time till delivery*
- land or sea trade, you can either pick "any"(fastest), "sea" or "land" but both civs must agree
2) Caravan(s) leave from departure cities:*
- you get a pop up, your caravan has left
- the caravan is "loaded" with the resources and luxuries you are trading (automatic)
- a route is determined by the computer with the "goto" function (automatic)
- an unit may be assigned to escort the caravan (units already assigned do not need to be reassigned)
3) During the caravans trip:
- it may be attacked by a rival civ
**
- a "time out" deal may be called to temporarily halt the trade route
- you may control the caravan group to guide it through safer territory
- an unit may be assigned to escort the caravan (units already assigned do not need to be reassigned)
4) Arriving at the destination city (location determined by other team)
- you get a pop up, your/their caravan has arrived
- you get a pop up, your/their caravan is running late.
- you get a pop up, your/their caravan has missed its delivery time
- all luxuries and resources are deposited with the target civ* (automatic)
- ideally if each civ is sending a caravan both arrive at once (automatic)
- repeat steps 2-4, the same unit will stay assigned with the caravan. (automatic)
*I think we might be better off with a resource stockpiling system instead of the current one where as soon as you run out of a resource or luxury you don't have any left. It doesn't make much sense that a civ wouldn't store up some barrels of oil in case a shipment didn't get there on time. This is an idea for another thread though. I have a good idea that would work with the caravan system so I'll post it after this.
**We haven't really decided anything about the combat part of trade, which is the meat and potatoes of this whole system.
My preference would be for a military unit that counts to your unit total on the military advisor screen (that way you could check how many caravans of each type you have, and where each one is). When you attack a caravan you need to kill the caravan unit and you would get all resources and luxuries being carried by that caravan, and a sum of gold depending on the "worth" of the route.
Although that is a well thought out plan Aussie, it is also lot more complicated that a little unit that runs back and forth between your cities. I think the majority agree that actual units moving back and forth is the way to go.
Economic deals like this should all be on the trade advisor screen (F2) and be independant of the foriegn minister (F4) who would just tell you who you could/couldn't trade with. Yes/no?
Not sure if the pop ups are all neccisary, maybe some/all are in and there is a toggle to turn them on of in F2 advisor.
However this is just a rough draft and is wide open to suggestions or addtions. Ideally this whole trading system would be as simple as possible so that most of the thinking goes into protecting your trade routes and attacking your opponents. Any Steps that need to go/be changed please bring them up.
[size=-1]Also, on a side note (I'm on a roll here

). As you complete more and more trade missions, you would get a better and better reputation in the international community as being a good trader. This could add small things such as teams seeking to trade with you because of your good record. And it could lead all the way to a civ asking you to handle their trading for them because of your expertise in the area, which gives you added
commerce. Talk about a trading empire! Ooh and each successful deal cound increase your chance of getting an
Economic Leader.[/size]