Trading Units?

Corn Shucker

Great Khorn
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Feb 12, 2004
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I've noticed while playing that from time to time while trading with another civ, you can actully trade your workers, but at other times you cant. What makes this possible?

With that question asked, would it be possible to make a scenerio where you can trade other units? such as military units?

Any answers, thoughts appreciated.
 
ok that makes sense, thanks. Do you know if it would be possible to do this with military units in a scenerio? Thanks again
 
Hmmm so not any practical way :p lol. If you could, you could use it to simulate the hire of mercenaries from other countries! That would be awesome! ....hmmm i wonder if there isnt another way... :hmm:
 
There is no way. This has long been a constant refrain in "what they should put in Civ4" threads. Personally I don't much see the point, given that you can give cash to other countries; give them enough to pay for a unit and it comes down to the same thing.
 
For scenarios, yes there is a way... but i's not exactly trading the units as it is the ability to create them. You can make it that mercenary units require a specific resource (that generally has a low probability of appearance), so that either you or the AI can determine who can build those mercs through trading the necessary resource.
 
I tried it, making a copy of the worker have an A/D of 1. Didn't work. I could trade the normal worker but not the military worker. I also made a third worker unit without hitpoints, but couldn't buy them either. Then I made the normal worker have hitpoints and... I bought the civ-worker which HAD HITPOINTS. Next, I renamed the normal worker into M, removed EVERYTHING that made it seem like a worker (same stats as the warrior, the warriors icon & civilopedia was also renamed into prto_warrior) but I could still trade it.

So, you CAN trade military units, but only if they are the second unit on the list. Well, that is one way of hard-coding it...
 
Sweet! hmmmm but one-and only one-unit can be traded (the one in second on the list)... right?
 
Plotinus said:
There is no way. This has long been a constant refrain in "what they should put in Civ4" threads. Personally I don't much see the point, given that you can give cash to other countries; give them enough to pay for a unit and it comes down to the same thing.

Actually, I would occasionlly love to give away some high tech units without giving away the technology.
Sometimes I make alliances with nations that turn out to be rather backward and then when a war starts they turn out to not be capable to holding their end of the bargin.... sliding them a few riflemen (or whatever) would be quite the boon. Here's hoping this does make it into civ4.
 
Now that we have discovered that you can in fact trade military units (acting as mercinary hire) Theres still one more thing...Even though we can trade different units than workers, will the AI see it any differantly? Because if they don't, it really wont benifit us to do it because they'll only pay you as much as they would pay for the trading of a worker (not too much) Hmmm... do you think the AI will see it as a military unit and not as a worker, or still view it as a worker and pay little?

any thoughts?
 
Test it...make a map with two civs in two capitals next to one another; make a control scenario where there are workers in both capitals and a test scenario where they have been changed into super-powered military units, and see how much the AI will sell one and the other for.
 
Good news :D i did test it and the AI recognizes that it is in fact a better unit than the worker.

I started the game with 1000 gold and gave each capital a worker for trade.

Egypt offered 10 gold for my worker an asked me fore 110 gold for her worker.

Then i tested the same game, only with Marine and Worker switched. Egypt now offered 270 gold, and couldn't make a deal that would satisfy her for her marine. (also shows how unreasonable the AI can be a times lol)

Anyway, it works, so thats good :D
 
A note to anyone who plans to do this:

If you want you can change the lable that appears in diplomacy from "Workers" to whatever you want (for me "Mercenaries") in the "Program Files\Infogrames Interactive\Civilization III\Text\diplomacy.txt" file. Should be close to the bottom of the document under #HEADINGS. You probly want to save this to a scenerio folder instead of changeing your whole game :P
 
Alright, i tested that too :D lol it turns out it's based entirely on shields. I tested the same marine scenerio except with 10 shields (same as worker) and she wanted 110 gold, and offered 10 gold (exactly what she offered for the worker).
 
Wow sooo it has to be the second unit on the list and it all depends on the shield cost..........I can't believe nobody figured this out nice idea....

Ok I have a question that I keep asking cuz I never get the right reply that I want.

If a country lets say the U.S. has 1 coal and 1 iron and has factories. And the reources are not under any city, they are outside of the city and have roads connect to them. If you bomb the hell out of there coal and iron....as in destroy the road leading to them.......WILL the factories disappear or stay?
 
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