WhitewolfIV
Chieftain
- Joined
- Feb 13, 2008
- Messages
- 31
It would be also nice if you could tie the ship to the city, but I think that would be too hard to code. I think it would have to settle on the great merchant mechanism of the great merchant, where gold is given from the distance from the capital? I think you would also have to add in code so that it could trade at your own cities.
It would be nice if like real trade the other civilization would get a bonus also from trading with you. Say you would get 100 gold and they would get 1/5 that amount too. (It shows that trading isn't a zero sum game) while trading with a Mercantilism civilization would garnish an opposite effect and at a lower rate, if you trade with a civilization running mercantilism, they would gain 100 gold from the trade will you would only get 10 (this shows that they are running high tarrifs), and when they trade with a civilization they would gain 10 the gold and the other civilization would gain 100 gold. (To show that the other civilization is punishing the Mercantilism civiliation for running high tarrifs) Thus completeing the system as you would really not want to trade to a foreign civilization. I would give it a very small bonus for trading with your own city, but not much. (I think this sums up Mercantilism well, try wiki it. Yes, yes this is the layman's dictionary but it does give a quick and dirty answer)
To avoid micro management I would also make free trade increase the base amount for the trade by a percentage (so both you and the other civ get more gold) while consumption would give you more gold when you trade (as you enjoy the goods more)
Another thing that could increase more sea vessels is a village/lair equivalent on the seas with Marnok's explorable lair system. Then you could have more fun exploring sunken ships, underground caverns, islands, fishing grounds, and trading post (thus if you really hate everyone, you could just trade at a trade post for a little bigger bonus then trading at your civ's cities) I believe there has to be some resource on the sea that would make more competition. Like parking a boat over some other resource will net you (an automatic) 1 gold a turn but have a 5% chance per turn that it will be destroyed. Ocean tiles have a 0.1% turn of spawning it per turn (a renewable resource!). You woud have to make sure that it has scares placement compaired to other things (like monster lairs) but worth searching for and easy to harvest (No special ships!).
It would be nice if like real trade the other civilization would get a bonus also from trading with you. Say you would get 100 gold and they would get 1/5 that amount too. (It shows that trading isn't a zero sum game) while trading with a Mercantilism civilization would garnish an opposite effect and at a lower rate, if you trade with a civilization running mercantilism, they would gain 100 gold from the trade will you would only get 10 (this shows that they are running high tarrifs), and when they trade with a civilization they would gain 10 the gold and the other civilization would gain 100 gold. (To show that the other civilization is punishing the Mercantilism civiliation for running high tarrifs) Thus completeing the system as you would really not want to trade to a foreign civilization. I would give it a very small bonus for trading with your own city, but not much. (I think this sums up Mercantilism well, try wiki it. Yes, yes this is the layman's dictionary but it does give a quick and dirty answer)
To avoid micro management I would also make free trade increase the base amount for the trade by a percentage (so both you and the other civ get more gold) while consumption would give you more gold when you trade (as you enjoy the goods more)
Another thing that could increase more sea vessels is a village/lair equivalent on the seas with Marnok's explorable lair system. Then you could have more fun exploring sunken ships, underground caverns, islands, fishing grounds, and trading post (thus if you really hate everyone, you could just trade at a trade post for a little bigger bonus then trading at your civ's cities) I believe there has to be some resource on the sea that would make more competition. Like parking a boat over some other resource will net you (an automatic) 1 gold a turn but have a 5% chance per turn that it will be destroyed. Ocean tiles have a 0.1% turn of spawning it per turn (a renewable resource!). You woud have to make sure that it has scares placement compaired to other things (like monster lairs) but worth searching for and easy to harvest (No special ships!).