Merchants

BenZL43

awkward cat
Joined
Sep 25, 2010
Messages
3,200
Location
Indonesia
Hi everybody :)
Just came up with a great idea -according to me :p
I don't know how to start, but basically, I'm just trying to tell to add a new unit, a SEA MERCHANT - or whatever, needs a better name..

A sea merchants, is like a naval unit, but they can't attack, just like scout.. They are generating money, like the great Merchants (which go by land), but they go through the sea, they go from the Capital City, to a City somewhere that already have a trade routes with them, get the money, and go back to the Capital City, and cash it out to our treasury...

Since they can't attack, they could be really vulnerable when there's pirate, like the Barbarian Privateer or something, we could place them in Barbary Coast, Caribbean, or the recent, and still going on, Aden Gulf.. to represent the Barbarian power...

They're built with money, like for example, cost 1 Coin, and when they go to certain City, they get a certain amount coin, lets say, 3 coin. Then they go back to the Capital city, and we get 3 coins.. if they arrive safely..

They can only built if the Capital City is on the coast, have a port, and connected to a trade route to a Coastal City, with also have a port, stay 1 turn, then get back to the Capital City, and cash in the money. the payout could be increased if in a 3x3 tiles around the destination city holds a luxury resources...

What if we want to conduct a trade from Amsterdam to Batavia? or Lisbon to Malacca? Wouldn't it take a long time to get the coins? Then we could buy a building, say, Trade Quarters (Need a better name) in a coastal city somewhere, for like 20 tiles away from the Capital, with also ability to build the Merchant (with Money).. It happens in the real life, right? Dutch built Johannesburg, Portuguese built Goa.. and such :)

Nah, what do you think? I can't explain it really well. Just hope you understood it :p
 
I've seen it in some mod, RoM I think, and then used it myself - there are mechanics already in place for this to work with only XML changes - except for the AI. You use the Great Merchant mechanics, so that the ship works like GM or say, Caravan is SoI - you build it and it can perform trade missions.

Making the AI understand new features is a bit more complicated, as you'd have to update the UnitAI in SDK, or at the very least, write an override in CvGameUtils.py (but that won't allow escorts and retreat-to-safety behavior). By default the AI only knows how to perform trade missions on land.
 
Yeah.. just like the Great Merchant but on the sea..
I know it could be somewhat complicated.. just posted to see if someone somehow interested lol :)
 
me too.. because this might be the only way so that Colonizer Kingdom will rage through everywhere to get a spice island, or a -certain resource- island, to spawn amount of Money..
We could add a new Victory Goals as well, Monetary Goals.. where you win when you earn certain golds, for example 50.000Golds for Normal Civs and 100.000 Golds for Colonizer Civs...

And I think, by this, Modern European Civs will use the Aden Gulf more to get their merchant arrived than circumnavigating the Africa.. and we could spawn some Privateer or Frigate there to represent the Somalian Pirate!
 
if you want to make the suez canal worth it you have to disable the double ocean movement, otherwise its faster or the same to go around africa (starting from NW europe). this is a dll change but its small.
 
Umm.. I have no idea about the double ocean movement...
And umm yeah.. maybe it's like the merchant barque..
 
With these things so cheap, you would have to really spam them in order to make any kind of real profit. A stream of merchants going back and forth between the capital and a colony somewhere.. sounds to me like a trade route. :)
 
hmm.. a more effective trade routes, I think.. because we can control when we want to stop the trade and re-open the trades.. off course you need an open border with the other city's owner :)
 
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