Trading Strategic Resources in Civ3 requires that the reciever have the required tech because it can't build the unit without the resource. It couldn't be any other way.I don't think that you should be able to give a unit to a civ which does not have the required tech-in the same way as resources are limited by tech in trades.
The reciever in a unit-trade deal requiring the tech is not quite as logical. Technically the giver civ has already built the unit so there is nothing stopping the reciever from using it. For instance, the US supplies the Isreal with F-15s. It doesn't mean that Isreal can't recieve them because it doesn't have the tech (i.e. facilities, ect.) that allows them to build more F-15s. From the game-play point of view having the reciever require tech would just get in the way because then it would imply that the reciever MUST possess advanced tech in order to use advanced units. This would require a poor civ that is given/sold/whatever a unit by a rich to also require the tech for that unit; i.e that the poor civ be at the same/similar level of technological development than the rich civ, which would be unfair. You could argue that the reciever civ must have the tech in order to repair damaged units and maintain them, but that would complicate unit-trading unecessarily. Civ3 is not that specific. Giving units high maintenace cost might change the situation a bit; i.e. in reality, poor countries that recieve weapons from rich countries cannot build their own not because they don't know how but rather because they cannot afford the expense (i.e. the facilities to build the weapon(s), the labour cost, the building materials, the maintenance, ect. They would go bankrupt. Another reason is that doing so would be a breach of contract with the company producing the weapon(s), but in Civ3 terms it just means you can't build the unit.
Giving units individual maintencance costs, initial build costs (in gold) and requiring certain city improvements in order to be built would reproduce this real-life effect. Unit-trading would play a huge role in Civ3 if this were the case.
[I created a thread on this (IUMC/Units Require Imp.) in the "C3C Requests" forum if you're interested.]
If a civ loses control of the required Strategic Resource, it can no longer build more of a unit, but that doesn't mean that the already existing units disband. So why should it be any different with unit trading?How are you supposed to get you bought/rented planes and tanks going without oil.... the CIV should have the ressource...
But this does bring up the question: why don't units in Civ3 have fuel requirements? Why shouldn't a civ's units disband (or simply stop, when in a city) once control of the units' required "fuel" resource has been lost? This would also apply to unit-trading (i.e. a civ can recieve units, but if it does not have access to the required resources, it can't use the units; or just not be able to recieve the units to begin with).
[I also created a thread about this ("Unit Supply") in the "C3C Requests" forum.]
Good point but CIV's interface is just too simple for that, but I guess the unit could always just change color or appear outside the city it was in...(?)...you should have to go and pick them up on the sellers Continent, or having him deliver them, but making them appear in
one of your cities like in CIV2 was absolutely unrealistic...
Unit-trading is definitely something that would improve CIv3's gameplay (i.e. make it more involving) and would probably be quite easy to implement.
Nice thread, alireza1354.
