Martock said:
Kinda like how it was done in CTP2 with the line across the ocean. I always liked that method of trading graphics. It allowed a person to see who was trading what with whom and it made naval units more important as you had to protect those trade routes.
I've never played that game. My idea was a compliation of ideas that I liked in the forum along with my own idea of how the system should work. More then making naval units important, it also made trade important. Before trade wasnt worth protecting becuase it would get home reguardless. It was nearly impossible to end trade pre airport and impossible afterwards. This would also necessitate the protection of routes on the ground and make cities like Venice and other cities with trade but nothing else important once again. As you mentioned, if enemy trade can be seen, it can be destroyed. If it is destroyed, it cant reach the enemy.
I don't know how effective we could make air-interceptions for trade. It'd be interesting to see how it could be managed.
In Civ 2, airports were invented to transport units from city to city, much as they do now. In those days, aircraft did not transport resources, obviously, because those didnt come till Civ 3. When a unit was transported, one of two messages come up:
1. Our units have arrived safely in City X. or
2. With the sound of fighter jets roaring the background "Our transport plane has been intercepted and shot down.
The risk of intercept came on whether the computer decided that the route took it with in the range of fighters, during any part of its flight. And might I add, fighters didnt have to be on air superiority missions to do it either.
A similar system could be set up for air transport. Also, any fighter could intercept you, and any fighter assigned a mission, recon/bombing/etc would get a 50% (or so) chance of interception. You would also be able to send fighters along to protect your cargo.
Good stuff here. I hope Firaxis is reading this.
I hope these types of ideas are read and more importantly, adopted by Sid & Soren as well.
That would be VERY handy though I think there should be some allowance for getting away with the pirating of a trade route without it being known who actually did the pirating. Submarines should be able to effectively stop a trade route (but gain no goods) while surface ships would be able to steal what is being traded.
The pirate in Civ 3 was completely worthless. It did practically nothing- Its attack would rarely do any damage to another ship, even a trimeme. Perhaps if another system was adopted where privateers posed a threat, my mind might change. Also, a submarine should hold of units no more then anyother unit could.
Adding in this model of trade routes and the ability to pirate them would make naval units so much more useful and important.
Agreed.
I also thought of new diplomatics options:
1. Trade route protection-Hire another civ to patrol your trade routes for you. If they fail, they might be fined or something like that.
2. Freedom of the Seas UN Option Pact- If this was enacted by the UN or all parties through a multiparty agreement, piracy would be condemned. Any civ caught engaging in it would be fined/declared war on/sanctions/etc. The civ would captures the pirates would get to keep the loot. To pay for the FOTS options, all civs would pay the amount to support the cost of keeping the warship engaging in the action, relative to the their use of the seas. So a civ (Civ A)which uses 60 squares of the sea a turn, would pay more the a civ who (Civ B)uses 30 squares a turn. Say the total trade usage of square came to 300squares/turn. Civ A would pay 20% of the cost and Civ B would pay 10%. This is the best model I could come up with to model this. Anyone have a better model.