Tekamthi
Emperor
- Joined
- Aug 12, 2016
- Messages
- 1,635
Integrate caravan/cargo-ship trade routes with resource trading on the diplomacy screen.
Proposed Implementation:
Intended effect(s):
Suggested Alternative(s):
Alternative Features:
Alternative Implementations:
Github feature request link: https://github.com/LoneGazebo/Community-Patch-DLL/issues/8993
Proposed Implementation:
- resources only appear as available for trade in diplomacy screen if an active trade route (either incoming/outgoing; every TR is 2-way for resource access purposes) exists between both civs
- if last remaining TR between two civs is severed, any existing diplomacy screen resource deal is terminated
- discovery of globalization overrides TR requirement, allowing diplomacy-screen trade access to all resources
- Peace Treaty resource deals are completed independently from the TR gating mechanism (ie don't need a TR).
- research agreements, if enabled, are gated as per above, though can be completed even if all TRs are severed after agreement begins
- TR/resource gating mechanism can be disabled via advanced setup screen
- GameEvents.PlayerCanTradeResourcesWith() LUA hook, allowing modder to override resource trading gating mechanism with custom criteria
- AI adjusted to prioritize a portion of TRs to resource-rich rivals
Spoiler :
Intended effect(s):
Primary
- improve thematic experience from inter-civ trade, linking what's seen on the map to diplomacy choices
- add additional strategic dynamic to war in which one or both sides are being supplied with external resources
Secondary
- add depth to prioritization of TR destinations
- Reduce trade diplomacy spam from ai
Spoiler :
General Concern | Specific Issue(s) | Possible Solution(s) |
---|---|---|
WLTKD more difficult to achieve |
| 1. See discussion re: WLTKD beginning around post 53 of this thread |
Skews relative value of TRs & related features |
| 1., 2. & 3. buff/nerf yields & other bonuses of affected features and/or their competing choices via modmod |
Increased difficulty obtaining strategic resources |
| 1. See "alternative features" 1. & 2., below. |
current AI not optimized for proposed change |
| 1. Proposal amended to include request for AI adjustment to TR prioritization |
increased importance of defending too-vulnerable TRs |
| 1. & 2. See thread re: improving TR defensibility |
Decreased incentive to explore |
|
Suggested Alternative(s):
Spoiler :
Alternative Features:
- Open borders agreement & trade route enable civs to access each others trade networks (ie civ A & B have OB & TR; civ B & C have TR; civ A & C no TR: A can trade resources with C via OB & TR w/ B)
- Any civs w/ TR's w/ same destination city are allowed to trade resources with one another (ie city X is owned by civ A, civ B & C send TRs to City X but do not have TR's between one another, B & C can still trade resources as long as they both have TRs connecting to same city)
- UI adjustments to indicate resource opportunities on TR selection screen
- If last remaining TR between two civs is terminated while resource deal is in place, players are offered opportunity to reassign another route to trading civ and save the deal
- Open Borders agreement also requires TR as prereq before being proposed in diplomacy screen
Description | Pros | Cons |
---|---|---|
1. Resource trade gated by potential for trade route to trade partner (can trade resources with all civs to which a TR could be established). Possible additional criteria on whether route is available without passing through unfriendly territory. |
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2.
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3. Implement features as-proposed, but for human players only (ie AI can still trade resources unrestricted, human must have TR to trade partner) |
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4. Implement features as-proposed, but only affecting strategic resources, and not luxuries (or vice versa) |
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Github feature request link: https://github.com/LoneGazebo/Community-Patch-DLL/issues/8993
Spoiler Old, pre-congress OP content :
Has vp ever explored creating a link between trade routes and the trade available via diplomacy screen?
Returning to the game after several years spent on other hobbies, it strikes me that these should be connected somehow.
ie strategic and/or luxury resources should only be tradeable with civs with whom active trade route exists. Having them linked may add some strategic depth to vp's wars and geopolitics. In my current game I just worked out a trade deal satisfying my capital's demanded resource for furs with land locked civ on another continent. Meanwhile my caravans can barely make it 10 tiles from their starting point without being captured by one belligerent force or another...
Does anyone know off hand if there are Lua hooks to mod available trading resources in diplo screen?
Returning to the game after several years spent on other hobbies, it strikes me that these should be connected somehow.
ie strategic and/or luxury resources should only be tradeable with civs with whom active trade route exists. Having them linked may add some strategic depth to vp's wars and geopolitics. In my current game I just worked out a trade deal satisfying my capital's demanded resource for furs with land locked civ on another continent. Meanwhile my caravans can barely make it 10 tiles from their starting point without being captured by one belligerent force or another...
Does anyone know off hand if there are Lua hooks to mod available trading resources in diplo screen?
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