ZeoLite357
Chieftain
- Joined
- Jul 9, 2020
- Messages
- 7
As everyone knows, trading in Civ 6 with the AI is a frustrating enterprise that has and remains riddled with exploits, inconsistencies and general annoyingness. The pricing of resources, diplomatic favor and other mechanics is frustrating and RSI inducing, but often necessary in Deity AI playthroughs.
Proposal:
I propose a wholesale simplification of trade with the AI to eliminate 30-turn deals, eliminate multiple trade deals with the same AI, and to make a trade deal with each AI roll over every turn, to be renewed or changed by either of the civs any turn. This means that any turn after a trade agreement is agreed, it can be adjusted by either player, requiring assent from both sides, and continually rolls until the end of the game. A trade agreement can of course be stopped at any time by either side. (Obviously steps should be taken to stop the AI from spamming the player every turn with micro-changes).
This would affect the following things:
- No more lump-gold as an option for resources, diplomatic favor, cities etc. Just GPT (gold per turn)
- No more exploits using 1 strategic resource for over-gold amount, or diplo favor
- Luxury resources would be 'lent' to the other player as long as the trade agreement is in effect, same as open borders.
- War between the two civs ends any trade agreement they have
- Strategic resources per turn in a trade agreement with the other civ cannot exceed generation per turn
Problems:
To deal with issues such as making peace with an enemy AI for X turns, I propose Treaties. Also, in the case where a civ really needs a lump-sum of strategic resource, for instance, I would propose readers to look at the recent Economic Victory thread which suggests a global trade market with supply and demand.
Treaties:
Treaties are a game-long agreement signed between two civs, except either AI can break a treaty beginning from the turn following the signing of the treaty. Treaties that are broken will incur grievance cost and maybe diplo favor cost (which decays the longer the treaty has been around), and keeping a treaty for longer will improve relations with AIs as they view you as more trustworthy. Treaties could allow for some very 'strict' criteria to be imposed on civs, which would be interesting.
Treaties could also be extended to the World Congress for all civs to sign if they so wish.
Interesting mechanics that could be involved in treaty signing:
- X cannot declare war on Player Y
- X cannot receive amenity benefits from luxury resource Y
- X promises not to settle near Player Y
- X promises not to nuclear-proliferate
- X promises not to create military units requiring strategic resource Y
- X promises to not spy on Player Y
- X promises not to send rock bands into Player Y's territory
- X promises not to build buildings within district type Y
- X promises not to convert a city of Player Y
A lot of these ideas essentially incorporate the 'promise' system into Treaties to make them more formal.
Proposal:
I propose a wholesale simplification of trade with the AI to eliminate 30-turn deals, eliminate multiple trade deals with the same AI, and to make a trade deal with each AI roll over every turn, to be renewed or changed by either of the civs any turn. This means that any turn after a trade agreement is agreed, it can be adjusted by either player, requiring assent from both sides, and continually rolls until the end of the game. A trade agreement can of course be stopped at any time by either side. (Obviously steps should be taken to stop the AI from spamming the player every turn with micro-changes).
This would affect the following things:
- No more lump-gold as an option for resources, diplomatic favor, cities etc. Just GPT (gold per turn)
- No more exploits using 1 strategic resource for over-gold amount, or diplo favor
- Luxury resources would be 'lent' to the other player as long as the trade agreement is in effect, same as open borders.
- War between the two civs ends any trade agreement they have
- Strategic resources per turn in a trade agreement with the other civ cannot exceed generation per turn
Problems:
To deal with issues such as making peace with an enemy AI for X turns, I propose Treaties. Also, in the case where a civ really needs a lump-sum of strategic resource, for instance, I would propose readers to look at the recent Economic Victory thread which suggests a global trade market with supply and demand.
Treaties:
Treaties are a game-long agreement signed between two civs, except either AI can break a treaty beginning from the turn following the signing of the treaty. Treaties that are broken will incur grievance cost and maybe diplo favor cost (which decays the longer the treaty has been around), and keeping a treaty for longer will improve relations with AIs as they view you as more trustworthy. Treaties could allow for some very 'strict' criteria to be imposed on civs, which would be interesting.
Treaties could also be extended to the World Congress for all civs to sign if they so wish.
Interesting mechanics that could be involved in treaty signing:
- X cannot declare war on Player Y
- X cannot receive amenity benefits from luxury resource Y
- X promises not to settle near Player Y
- X promises not to nuclear-proliferate
- X promises not to create military units requiring strategic resource Y
- X promises to not spy on Player Y
- X promises not to send rock bands into Player Y's territory
- X promises not to build buildings within district type Y
- X promises not to convert a city of Player Y
A lot of these ideas essentially incorporate the 'promise' system into Treaties to make them more formal.