allan2
Gone Fishing
Is there a way you can do this? So far, I've only found that you can change the names of the commodities in the master list of commodities traded in a civ scenario--but you cannot, say, edit the city of Malacca and specify that it supplies tin, silk, and spice and demands arms, carpet and ivory, for example. If you change the entire list and the list turns out "appropriate" for one city, it will inevitably be inappropriate for another one since it seems the commodities supplied/demanded are given at random.
Not a big deal as far as gameplay, but certainly a big deal as to the "color" of the game.
(P.S. I've put 1000 A.D. on the backburner, and am actually about halfway through a 1500-1900 worldwide scenario modeled a bit after the "Uncharted Waters/New Horizons" game series--mainly a maritime trading/colonization game, with few ground forces, mainly sea forces, and a LOT of barb cities outside Europe and China to be "bribed" and traded with!)
A related note: if I set up a scenario where the optimal way of conquering a city (indeed the ONLY way, for the first 50-100 turns) is bribery, will the AI "pick up" on this and city-bribe the barb "trade port" cities scattered throughout the globe, thus competing with the human player doing the same thing? Caravans (merchants), freights (trade delegations), and diplomats/spies will all be the cheapest units to build, hopefully that will encourage moneymaking activity (get your bribery money from trade, kind of like UW/NH), while of course keeping a navy to ward off the barb pirates about. I just want the AI to follow this pattern of play too, if possible.
Not a big deal as far as gameplay, but certainly a big deal as to the "color" of the game.
(P.S. I've put 1000 A.D. on the backburner, and am actually about halfway through a 1500-1900 worldwide scenario modeled a bit after the "Uncharted Waters/New Horizons" game series--mainly a maritime trading/colonization game, with few ground forces, mainly sea forces, and a LOT of barb cities outside Europe and China to be "bribed" and traded with!)
A related note: if I set up a scenario where the optimal way of conquering a city (indeed the ONLY way, for the first 50-100 turns) is bribery, will the AI "pick up" on this and city-bribe the barb "trade port" cities scattered throughout the globe, thus competing with the human player doing the same thing? Caravans (merchants), freights (trade delegations), and diplomats/spies will all be the cheapest units to build, hopefully that will encourage moneymaking activity (get your bribery money from trade, kind of like UW/NH), while of course keeping a navy to ward off the barb pirates about. I just want the AI to follow this pattern of play too, if possible.