So, after playing with multiplayer and enjoying the fast paced turn timers, I found myself frustrated with the clumsy trade window. Having to take precious time out of your short turns to make contact and negotiate really interupts the flow of the game. So, here is my idea for a solution. I'll cover the idea itself, possible means of implimentation, and potential drawbacks. I've very interested in hearing peoples' opinions on this.
TRADE PROPOSAL SYSTEM
Stage 1: Instead of making contact with a player, you open up a trade-like window on your side only, where you can put together a trade arrangement. You select your techs/gold/resources, etc, and then you select what you want from the other team (just like in single player). You then click "Make Proposal". Your window closes and you go back to your turn.
Stage 2: The other civ receives a message that says "So and so proposes the following trade..." and it shows the two sides of the offer. That civ has three quick buttons it can click. "Agreed": The trade is executed as is. "No way!" The trade is rejected. "Counter Proposal": A trade window opens on this civ's side ONLY, and they modify the trade proposal (in the same window used by the original civ in stage 1). They then click send proposal and go back to their turn. Meanwhile...
Stage 3: The original civ recieves a message that says "So and so makes a counter offer:" and it proceeds just as stage2. Tada!
This way the gameplay continues, and both sides aren't wasting time locked in a trade window while they bounce back and forth making offers and counter-offers. It seems to me this would make real trades and diplomatic arragements more feasible, since adequate time and consideration can be given to such arrangements without interupting gameplay.
So, how could this be implimented:
1) Python scripting. This might be possible, however even if it could be set up in such a way that one person could have the script and initiate trade exchanges w/o the other player having the script (which is unlikely), it would still generate the file version warning message when joining a game, which makes the question of cheating an issue.
2) SDK Mod Build. Not sure how this would effect the version error message, of how feasible a one-way exchange would work. All players would probably need the same build of the EXE.
3) It could be added as a core game feature in a patch! This would be best IMO. So if you think this system is a good idea, or something like it with a few suggested changes of your own, post your opinions. Maybe we can get them to add it in! Or we could use the SDK to make a mod, and then most of their work would already been done for them, then could just incorporate it into a patch.
Potential problems:
Other than the issues with implimentation short of an official patch. There is the question of having your tech / city / and resource information so easily available to other civilizations. Currently do they have to accept your incoming call before you can see their stuff? Or isn't that all available to view in the foriegn diplomacy window? I don't recall.
Anyway, would love to hear everyone's thoughts on this idea.
-- Mihaemon
TRADE PROPOSAL SYSTEM
Stage 1: Instead of making contact with a player, you open up a trade-like window on your side only, where you can put together a trade arrangement. You select your techs/gold/resources, etc, and then you select what you want from the other team (just like in single player). You then click "Make Proposal". Your window closes and you go back to your turn.
Stage 2: The other civ receives a message that says "So and so proposes the following trade..." and it shows the two sides of the offer. That civ has three quick buttons it can click. "Agreed": The trade is executed as is. "No way!" The trade is rejected. "Counter Proposal": A trade window opens on this civ's side ONLY, and they modify the trade proposal (in the same window used by the original civ in stage 1). They then click send proposal and go back to their turn. Meanwhile...
Stage 3: The original civ recieves a message that says "So and so makes a counter offer:" and it proceeds just as stage2. Tada!
This way the gameplay continues, and both sides aren't wasting time locked in a trade window while they bounce back and forth making offers and counter-offers. It seems to me this would make real trades and diplomatic arragements more feasible, since adequate time and consideration can be given to such arrangements without interupting gameplay.
So, how could this be implimented:
1) Python scripting. This might be possible, however even if it could be set up in such a way that one person could have the script and initiate trade exchanges w/o the other player having the script (which is unlikely), it would still generate the file version warning message when joining a game, which makes the question of cheating an issue.
2) SDK Mod Build. Not sure how this would effect the version error message, of how feasible a one-way exchange would work. All players would probably need the same build of the EXE.
3) It could be added as a core game feature in a patch! This would be best IMO. So if you think this system is a good idea, or something like it with a few suggested changes of your own, post your opinions. Maybe we can get them to add it in! Or we could use the SDK to make a mod, and then most of their work would already been done for them, then could just incorporate it into a patch.
Potential problems:
Other than the issues with implimentation short of an official patch. There is the question of having your tech / city / and resource information so easily available to other civilizations. Currently do they have to accept your incoming call before you can see their stuff? Or isn't that all available to view in the foriegn diplomacy window? I don't recall.
Anyway, would love to hear everyone's thoughts on this idea.
-- Mihaemon