Trade-peror
UET Economist
I am just curious--does anyone think the current system of trade used by Civ III is realistic?
The changes I would instigate are already found in the Civ4 Ideas Thread, but for your convenience (maybe?) I have included it here:
As someone very interested in economics, I have long found it somewhat odd how the Civ series has made the road the basis of trade. How does a road standing in the middle of nowhere miraculously generate trade? I do know that roads facilitate trade and all that, but fundamentally, the road itself should not be responsible for generating commerce. Trade basically involves an exchange of assets!
When I first heard about Civ III, I heard about its new methods of trading. After I got it, it turns out that the new style of trading merely involves the exchange of "luxuries" and "strategic resources." Strangely, neither directly involves money!
However, it does suggest an interesting idea--how about making all resources tradable and basing the entire system of trade on such a concept? Real world examples abound of global markets for cattle, gold, wheat, and all the other "bonus" resources.
Roads will still play a critical role--just as they do in transportation of luxuries and strategic resources. They should also generate trade themselves, but only if they are on active routes transporting other goods. This simulates the variety of industries that cater to travelers and also the transportation industries themselves. Such effects should also be cumulative; a route used to transport many goods should generate more trade than a less active route. To prevent possible exploits, of course the routes will be determined the way go-to orders are determinedonly the shortest route will be used.
The way such trade in products works it this: a city has certain resources in its city radius that can be sold. If such products are connected to the city square through roads, the products can then be sold to other cities connected to the city square. Each product sold to another city will generate 1 commerce for the city that sold the product. Generally, every city will sell one unit to itself as well, and sell one unit to as many other accessible cities as possible (city improvements can modify the total number of units produced and the number of units sold per city). Usually (but not always) two cities producing the same good will not need to buy from each other.
Existing Civ trade improvements (Marketplace, Bank, Stock Exchange, Superhighways from Civ II, Commercial Docks, etc.) can easily fit into this new system. A Marketplace can allow a city to buy more than one unit of a particular good (due to improved access to the citys market). Banks and Stock Exchanges increase the total number of units a city can sell of a resource it has (increased investment capital allows for expansions and production boosts). Superhighways might boost commerce generated by roads or make the citys roads and railroads a faster section of the larger transportation network the city is part of.
That brings up the issue of transportation limits. Early in the game, trade should be limited by the fact that goods cannot be practically transported a great distance; therefore if a city had five units of cattle to sell, for example, it might only be able to sell two because only two cities are close enough to receive the cattle. Of course, certain technologies can increase this rangethe wheel, horseback riding, map making, engineering, navigation, magnetism, steam engine, etc.
Next, I should introduce the second part of the new trading systemproducts not only generating income for the seller, but provide food and shields to the buyer (gold is the exception; it generates trade for both the buyer and the seller). That is, a city that buys a lot of cattle will have a lot of food, for example.
I would expect that luxuries and strategic resources would be treated in the same way as any product, generating commerce for the seller and providing food or shields, except that strategic resources would be required for units and luxuries do not provide food or shields but happy faces.
Implementing such a system would make Civ a lot more realistic, for wars now can be as devastating (or helpful) to economies as they are in real life, and it will be possible to act as neutral suppliers with warring parties to great effect. Finally those trade embargoes will become more potent weapons than ever before!
What do you think? Such an extensive revision means I might have forgotten parts here and there; if anything seems unexplained, please ask.
-- Trade-peror
The changes I would instigate are already found in the Civ4 Ideas Thread, but for your convenience (maybe?) I have included it here:
As someone very interested in economics, I have long found it somewhat odd how the Civ series has made the road the basis of trade. How does a road standing in the middle of nowhere miraculously generate trade? I do know that roads facilitate trade and all that, but fundamentally, the road itself should not be responsible for generating commerce. Trade basically involves an exchange of assets!
When I first heard about Civ III, I heard about its new methods of trading. After I got it, it turns out that the new style of trading merely involves the exchange of "luxuries" and "strategic resources." Strangely, neither directly involves money!
However, it does suggest an interesting idea--how about making all resources tradable and basing the entire system of trade on such a concept? Real world examples abound of global markets for cattle, gold, wheat, and all the other "bonus" resources.
Roads will still play a critical role--just as they do in transportation of luxuries and strategic resources. They should also generate trade themselves, but only if they are on active routes transporting other goods. This simulates the variety of industries that cater to travelers and also the transportation industries themselves. Such effects should also be cumulative; a route used to transport many goods should generate more trade than a less active route. To prevent possible exploits, of course the routes will be determined the way go-to orders are determinedonly the shortest route will be used.
The way such trade in products works it this: a city has certain resources in its city radius that can be sold. If such products are connected to the city square through roads, the products can then be sold to other cities connected to the city square. Each product sold to another city will generate 1 commerce for the city that sold the product. Generally, every city will sell one unit to itself as well, and sell one unit to as many other accessible cities as possible (city improvements can modify the total number of units produced and the number of units sold per city). Usually (but not always) two cities producing the same good will not need to buy from each other.
Existing Civ trade improvements (Marketplace, Bank, Stock Exchange, Superhighways from Civ II, Commercial Docks, etc.) can easily fit into this new system. A Marketplace can allow a city to buy more than one unit of a particular good (due to improved access to the citys market). Banks and Stock Exchanges increase the total number of units a city can sell of a resource it has (increased investment capital allows for expansions and production boosts). Superhighways might boost commerce generated by roads or make the citys roads and railroads a faster section of the larger transportation network the city is part of.
That brings up the issue of transportation limits. Early in the game, trade should be limited by the fact that goods cannot be practically transported a great distance; therefore if a city had five units of cattle to sell, for example, it might only be able to sell two because only two cities are close enough to receive the cattle. Of course, certain technologies can increase this rangethe wheel, horseback riding, map making, engineering, navigation, magnetism, steam engine, etc.
Next, I should introduce the second part of the new trading systemproducts not only generating income for the seller, but provide food and shields to the buyer (gold is the exception; it generates trade for both the buyer and the seller). That is, a city that buys a lot of cattle will have a lot of food, for example.
I would expect that luxuries and strategic resources would be treated in the same way as any product, generating commerce for the seller and providing food or shields, except that strategic resources would be required for units and luxuries do not provide food or shields but happy faces.
Implementing such a system would make Civ a lot more realistic, for wars now can be as devastating (or helpful) to economies as they are in real life, and it will be possible to act as neutral suppliers with warring parties to great effect. Finally those trade embargoes will become more potent weapons than ever before!
What do you think? Such an extensive revision means I might have forgotten parts here and there; if anything seems unexplained, please ask.
-- Trade-peror