Trade

Princeps

More bombs than God
Joined
Aug 22, 2004
Messages
5,265
Well trade in the real world is must, but in civ its not. Now I don't like current government-to-government trade. Trade isin't usualy like it's in Civ, where go to american civilizations leader you make a deal like the following... Silks for 25 Gold per turn.

I think trade should more like this... first of all luxuries would not bring happiness, Luxuries bring wealth through trade. Citizens would like you to get luxuries and slaves, through trade or conquest.

Trade would not be so much between governments but between citizens of diffirent or the same civilization. Now governments would not trade between specific luxury, there would be a 'TRADE RIGHTS' diplomatic agreement.
Immeadetly all the luxuries would be shared (If you have connections)

You would need to condsider is the opening of trade profitable (to you :drool: of course ).

In city where there would be lot of luxuries player should build taxing-facilites
like Marketplace and Bank. Money, Money .... :drool:

Now this would allow even small contries to grow an huge economy without turning their state in to fascist conquest machine.

well... i hope you understand my 'Engrish'. :D
 
I completely agree with the underlying principles here. Since you have not elaborated too much on implementation yet, maybe my Unified Economic Theory II thread could give you a few ideas. Rather than re-post or even try to summarize that here, I suggest you try the link in my signature (you will agree that I would be insane to try to re-post all of it! :D).

In any case, Civ economics should most definitely be improved, and in a manner that will not add an intolerable load of micromanagement.
 
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