Like in real-world, a civ must be able to purchase units via diplo-screen, (for example: Iraq has been bought their tanks from russia), I think this will improve reality...What are your ideas about that issue???
I support this idea and I know there are other forums out with this same idea. This idea has been proposed.
The designers would have to be careful to make sure that it was properly balanced or it could become overwhelming.
Should you be able to sell techs if they do not have that resouce. And people vary on it depending on how they see the resource. For example, Iron for a legion is required to create the unit, but not to maintain it. Oil for a tank is necessary to maintain its performance BUT not to create it.
Realism you mean?Like in real-world, a civ must be able to purchase units via diplo-screen, (for example: Iraq has been bought their tanks from russia), I think this will improve reality...What are your ideas about that issue???
I would support this idea, but only with a bit of nerfing. You shouldn't be able to trade techs for units. What if I was first to Alphabet? I could trade it around until I have an army to invade my neighbor. Rinse and repeat until everyones dead.
Unit cost should be determined by the AI with their relative MILITARY strength to YOUR relative military strength as well as dip boni.
Last but not least, can't you buy units through Universal Sufferage? And to cite your example, Universal Sufferage, or at least democracy, was discovered before Iraq bought its tanks from Russia.
Sure, if your enemy's enough of an idiot to hand an large army to an obviously advanced opponent. Using that logic, you might as well claim that the first person to Education would trade it for everyone else's entire gold reserves, becoming fabulously wealthy and impoverishing his neighbors in the process.
In fact, instantaneous trades (techs, lump sums, etc) are the only trades that make sense with this suggestion, as there's nothing to prevent you from trading resources for soldiers and then turning around and invading your business partner.
Was Iraq running Universal Suffrage at that time? Also, US technically doesn't let you "buy" units: It lets you pay out ridiculous sums of money to get everyone in the city to help equip them (Slavery does the same thing, only by whipping any resistors to death).
This feature was in one of Civ2 or Civ3 (can't remember which) so it was presumably removed from Civ4 probably because of the potential exploits associated with it.
For example, civs should really refuse to sell you units if your military was stronger than theirs. And perhaps before they even consider it in the first place, you'd need to be at least friendly with them.
Yeah, that's how it works pretty much... I don't see the reason for people to need to buy units. If they're selling them then they are probably obsolete anyway. If they aren't obsolete then they probably want to keep them to themselves anyway. Players can gift units to allies. The arrangements by which the units are transferred between nations are deals that are more intricate than the ai could grasp, and the diplomacy system need not have such a system... It wouldn't hurt if it did, but it really does not need one.
This was definitely in one of the two. The units had to be in the civ's capital city before he could offer them at the table. It was probably only workers though... can't remember.You could bribe units in Civ 2 with a spy unit. This was considered a spy action, not a "trade".
The reason I made the suggestion is because it otherwise opens up huge windows for humans to exploit AIs. I'd much rather prevent such an exploit than give the players (whether they be AI or human) one more way to get "back in the game". Besides, the very thought of a weak civ selling arms to get back in the game sounds contradictory!I disagree. This should be viewed as a strategic issue. There are times when a weaker party may see arms to the stronger party= so long as they are not rivals. A party may decide selling arms is the only way to get "back in the game."
1. Units are taking too big a bit out of finances with unit costs.
2. Too many units.
3. Want to wage a "proxy" war against another civ.
4. Need to acquire units quickly.
This was definitely in one of the two. The units had to be in the civ's capital city before he could offer them at the table. It was probably only workers though... can't remember.
The reason I made the suggestion is because it otherwise opens up huge windows for humans to exploit AIs. I'd much rather prevent such an exploit than give the players (whether they be AI or human) one more way to get "back in the game". Besides, the very thought of a weak civ selling arms to get back in the game sounds contradictory!
Keep in mind, I'm just suggesting that AIs red this option out in the situation (for example by saying, "No thanks. We need our military!") - not for it to be banned by some gameplay rule. So humans could always do it. This is just like how AI civs will sometimes refuse to give away certain cities for any price - it's built in to avoid exploits.
1. AI's aren't that smart. They'll just funnel more into gold to support the larger army anyway, and they'll dispose of them by using their superior fire power and army size to take a chunk out of a weaker neighbor, or they'll just use it up fighting a stronger neighbor. Costs of unit upkeep is microscopic compared to other forms of upkeep.
2. The way the AI sees it, there is no such thing as too many units.
3. Ai would not be as intricate a planner to wage a "war by proxy," against another civ. It is just not a behavior that is programmed into the Ai. PLayers CAN do this already by encouraging allies to war with certain civs, then gifting large amounts of units.
4. The need to accquire units quickly would be irrelavent. The costs to buy a unit from another civ will likely be just as high if not higher than the cost hurry production. AI's wouldn't be so generous. And human players can already work out unit exchanges through the existing mechanics. Before this diplomatic function would serve any purpose whatsoever, the ai must first be programmed to rationalize certain features that are already in the gam engine that the ai does not make use of. Or else it would be just like the "Trade City" option. Cities would be available to trade, but the AI players would just be unwilling.
You miss my point entirely.
An AI that is able to rationalize the factors illustrated in my first three steps will most likely also be able to rationalize that somone else is militarizing, and will most likely simply disband units, or gift them to their closest allies in lieu of selling them to someone
... As such with such an AI, the AI player may make an offer of sale, but will not accept an offer of purchase. In all likelihood the price of the unit will be equal to or greater than the price to hurry it from 0 shields to fully produced.
Like in real-world, a civ must be able to purchase units via diplo-screen, (for example: Iraq has been bought their tanks from russia), I think this will improve reality...What are your ideas about that issue???