PatrickDockens said:
I never played CTP, but this sounds like a good option. But when you say resources, do mean trading resources like stone, iron, etc? Would this take the place of the trading in the diplomacy screen or would a caravan be required to be on hand to make such a trade?
Or would caravans be used just to increase gold, like the trade routes that cities get now do?
Yep, Titi is right.
The way CTP solved it, wasn't that bad... although it was too easy to pillage this trade routes!
For all who didn't play it: In CTP the idea of trade routes was, to build up monopolies: For the first ressource elephant, you had in a city, this city got +10 trade. For the second +20, the third +30... so it was the best to send all your elephants in one city, to get maximum of cash. This monopoly stuff is bullfeathers,
...but the idea of setting up trade-routes just by lines on the map sounds interesting.
BUT in CTP it was f***ing easy to pillage such a trade route: You just had to send a unit on the 'trade-line', click the pillage icon and the route was gone.
I got two different ideas how to make it tougher in CIV:
1.) You first have to discover an enemy trade-route. After you have found it (maybe by having a unit standing on this route), it works as in CTP.
2.) You always see the routes, but the ship/caravan is of course not on each square! If you TRY to pillage such a route, you maybe have a chance of 1/5 to really pillage it.
3.) got another idea: You can send ships/units on such a route and, like workers, have to leave them there (maybe 5 turns), until they have finished their business.
The escort thing could be managed by setting up a "sea-trade-capital" (maybe a small nat. wonder, 50 hammers to build) and give all naval units there a new escort button. If a route is now pillaged, the computer divides the number of your trade-routes through the number of 'escort-ships'. If it is >1 a escort-ship battles the pirates (and wins or looses), the route remains. If it is <1 the computer first checks if a escort-ship is near the attacked imaginary trade-ship (example: 4 escort-ships, 5 trade-routes -> 80% of interception).
The nat. wonder-thing could maybe also be avoided by leaving ships in cities, the trade-route goes through... but in this case, your programming would have to guarantee, that the routes are set up, through such coastal cities....
At last this whole ideas are really hard to implement... dunno, if anybody feels capable doing it... and if, also finds it worth to do... if not, we will still have safe harbours and trade-routes in CIV4 without building any ships
![Frown :( :(](/data/assets/smilies/frown.gif)