Unit trading?

they do that and you'll see the AI try to sell you units that are two ages behind you much like they try to sell you their map thats totally worthless.
 
ThePrankMonkey said:
they do that and you'll see the AI try to sell you units that are two ages behind you much like they try to sell you their map thats totally worthless.

I hope it's not becoming an exploit. Human players mass producing warriors to bankrupt the AI!
 
I think they should definately allow you to trade or gift units. It fits in perfectly with arranging a civ to declare war without you declaring war (you can also supply them with units to help in the fight).
 
good point louis... it's like waging a war without really damaging your rep. unless the world somehow knows u are behind it. hehe
 
I really like this idea and hope it will be in the game. From civ2 untill all versions of 3, I hoped it would be included. I was disappointed every time.

I hope civ4 will make that up for all of us who like this concept in the game. It would make diplomacy, politics and war (even economics!) much more interesting.

Greetings
 
kitsquad said:
good point louis... it's like waging a war without really damaging your rep. unless the world somehow knows u are behind it. hehe

It would make sense if they have some idea you are behind it, but no real legitimate reason to declare war (like Privateers in Civ3, which really piss off the AI, but often don't result in war).
 
microbe said:
I hope it's not becoming an exploit. Human players mass producing warriors to bankrupt the AI!
That would be difficult as as long as the warrior cities are connected to the empire; it cant produce them. Of course you can keep cities disconnected for this purpose solely.

And if the AI adjust the prices according to the shield cost; it wouldn't bankrupt itself -if programmed correctly-.
 
microbe said:
I hope it's not becoming an exploit. Human players mass producing warriors to bankrupt the AI!

There would be so many ways to avoid that....

1) Make units dependant on population, that is, don't produce them, but switch population to units...

2) Make the AI buy units only if needed and appropriate. For example: A-state is being attacked by B-state with units of strength 6. A-state would buy units of strength 6 from you OR just give you 1/6 of the costs of an unit of strength 6.

3) The AI stops buying units as soon as it has come to par in military strength with its opponents....
 
True, it should be easy to code the AI such that it will NEVER accept really bad unit trades. It should attach a value to a unit dependant on the units RELATIVE TL, strength, number of promotions and hammers-and strategic resources-required to build it. This base value could then have around a +/-20% buffer for haggling purposes, modified by your civs reputation, shared culture and/or religion and the AI's personality. If a player offers a unit for LESS than the minimum value an AI would expect, then this will ENHANCE your reputation. If, OTOH, you offer units for more than the AI's expectation-or attempt to palm off worthless outdated units-then your reputation will be hurt. 'No muss, no fuss' ;)!

Yours,
Aussie_Lurker.
 
kitsquad said:
good point louis... it's like waging a war without really damaging your rep. unless the world somehow knows u are behind it. hehe

Whom would you rather have control of your glorious armies? You or an AI ;) ? One unit controlled by a decent human player should be as valuable as 2 AI units, so you're basically halfing your army.
 
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