Lewsir said:
This thread has me wondering, what ever happened to civs all ganging up on the leader? Seems that in CIV2 if anyone got too far ahead, other civs tended to turned against them. Does that happen in CIV3? I've never seen it happen enough to matter. It would be great fun to be part of a general revolt against the leading Civ - that is, IF the other CIVs did a decent job of helping out with the war...
Yeah, that was always fun, being invaded with three times the number of troops I have. Actually it was a great game balancer that made being super-dominant interesting. I eventually learned about how far to stay ahead of everybody, until I was ready to win. Of course dh_epic is right about the computer always ganging up on you. I really wish they would change the AI so the computer would evaluate threats and go from there. From what I have heard, they made the Civ 3 AI a lot less competative because the design team thought that Civ 2's AI was much too competative.
dh_epic said:
I like the calculations. They make sense and seem to reflect a lot of automation. I'm just curious how international trade works. (I know we're way off topic, but hey, it's my thread, so who cares.)
As for international trade, I decided to leave out the middle-man of any ports, because that adds a lot of math I do not care to comtemplate. If anyone else can figure out how to add in that math, go ahead because the midde-man should get something.
A couple changes I am going to make.
1) Now domestic trade is like international, except the demand-supply scale is a lot larger. 1-50=1gpRP, 51-150=2gpRP, 151-300=3gpRP, 301-500=5gpRP
I cannot imagine demand would be higher then 500 RP per source. ALso, if your cities can get the resource cheaper on the international market, they will.
2) Players can decide to put quotas on trade to certain nations. This might increase prices for cities, however, as they must limit the number of sources they draw from.
Here is how people are connected. Cities must be connected to other cities on the network. As long as you are connected to one city on the network, you are connected to them all. Connections are- being 3 tiles away(allows for early trade), connection via river, road, railroad, harbour, airport. Colonies would also have harbour/airport properties.
Whenever everybody figures out where they buy from(international or domestic), then they put the money in the prospective pools. The money is then evenly distributed to the city that owns the resource based on what percentage of the resource they control.
Here is what else cities get when they trade. Each city gets a point of culture per RP traded(for vendors this is calculated based on % of pool). The vendor also puts in a point of their culture in the buyers city(useful for future takeovers) per RP traded. EAch city also gets a science beaker per RP traded. Certain facilities increase the amount of culture and research that is generated with trade. Anything that increases science and culture now will increase them from trade. Also, trade connection buildings will increase these numbers(harbours/airports/etc.).
Here is a new idea to make airports and harbours more useful for making money, besides the massive amount of trade that occurs. There is a pool of travelers. It starts at 0 at the beginning of civliization. Every 10 turns a point is added from every city. If the city does not have any more populatoin to add, then it does not. If it looses population, so does the pool. The pool is devided by the number of harbours, and the harbours city gets 1 gold and 1 trade per person it services. Once Flight is discovered, a point per city is taken every 10 turns from harbour pool. THis means that over time the sea travel will lessen, and the air travel will increase. The number of people per airport is figured out the same way, air travelers divided by airports. EAch air traveler gives the city 2 gold and 2 trade.