TheBlueKing
Chieftain
- Joined
- Jan 16, 2018
- Messages
- 41
Hi there,
It would be great if trading mechanism could be improved to support following functionality:
1. projects to build or produce something for another civilization e.g. Greece asks Romans to make them a millitary complex with barracks in the city of Rhodes. Greece pays gold to Romans if they complete the project within X turns. Roman cities get city project to work on that and are able to complete it quickly as multiple cities could work at the same time on that project for another civilization. We have many examples of this in the real world, where one nation hires another nation to build them something for money.
2. sell millitary units, allowing your ally or city state to buy advanced millitary units that they cannot produce from you. Higher alliance level means lower unit price in gold. If you are not allied then the cost is 5x or 10x times higher etc.
3. allow trading individual fields/hexes, it could resolve some border and pathing issues.
4. trade strategic resources per turn. This used to be possible, but it got removed if I remember correctly.
Thank you for considering this!
It would be great if trading mechanism could be improved to support following functionality:
1. projects to build or produce something for another civilization e.g. Greece asks Romans to make them a millitary complex with barracks in the city of Rhodes. Greece pays gold to Romans if they complete the project within X turns. Roman cities get city project to work on that and are able to complete it quickly as multiple cities could work at the same time on that project for another civilization. We have many examples of this in the real world, where one nation hires another nation to build them something for money.
2. sell millitary units, allowing your ally or city state to buy advanced millitary units that they cannot produce from you. Higher alliance level means lower unit price in gold. If you are not allied then the cost is 5x or 10x times higher etc.
3. allow trading individual fields/hexes, it could resolve some border and pathing issues.
4. trade strategic resources per turn. This used to be possible, but it got removed if I remember correctly.
Thank you for considering this!