DaJoker711
Chieftain
I hope this hasn't been posted already, but...
I have always found it lacking you can trade/buy/sell many things included whole cities but cannot do that with individual units or production. There was many a time when I wanted to supply my enemy's enemy with tanks or destroyers or... well, anything, to help them out. Providing gold is often difficult and ineffective/inefficient. In both war and peace, this could be useful.
Historically, this, as mentioned, could be very similar to the lend-lease program where the US sent material to the USSR and the UK (before and after it was in the war). It kept the allies alive while the US didnt fire a shot. Strategically valuable, effective, interesting in use, etc etc. I would love to see something like that implemeneted.
Maybe: if you could somehow make units cheaper to make by xfering production to an ally (rather than gold or units). This would be far more accurate historically (moreso than say, sending a whole unit of tanks, crew and all, you would instead quicken production by just sending the tanks).
The way i have it imagined: maybe have on your build options in the city manager, a "Production for _(insert civilization)__." Thus, the production would go to that civilization. On that civilization's turn, in addition to hurrying production, they would have an option to apply transfered production.
The tricky part would be to incorporate such a system into diplomacy and make it tradable. For instance:
Russia Wants: 150 production per turn
America Wants: 25 gold per turn
Therefore, for the next 20 turns, america would have to send russia atleast 150 production for 25 gold per turn or the treay is broken.
Or potentially, similar to a list of city's, have "production of..." followed by a list of cities. Therefore, you could trade for, for instance:
Russia Want: Production of Atlanta (62)
New York (47)
America Wants: 30 Gold per turn
The numbers in brackets are production numbers. The game would then force the production of atlanta and new york to transfer production to russia and lock the production at the two american cities to at atleast those stated numbers. The player could force change the production to something else or change the terrain being worked for lower production but at the risk of breaking the treaty.
Again, russia could apply the production in a similar method as described.
Other ideas:
-Maybe impose a production transfer penalty (ie, if New York has a production of 100, Russia only gets 80%. This could depend on government type, civ traits, etc).
-Random idea: Different maintenance costs for different units. For instance, a unit of Air craft carrier(s) should not cost the same to keep as a unit of barbarians.
-Random idea (2): charge gold for artillery attacks. Rockets and such are expensive. Remember how the germans in world war I ran their agriculture into the ground by effectively using all the nitrates in the nation for shell production? similar idea. For instance, 1 gold for every use of bombardment. It would also keep the 'massive stack of artillery death' from being too overpowered. Adds an extra bit of challenge and adds realism. This could be extended to all units. Every turn, you could for instance be charged a 'ammo fee' for fighting activity of your units. Some units could have no extra fee, like spearman or guerillas while others like archers or tanks would. heck, might even out the usefulness of guerillas if they were much cheaper to use...
-edit: Random idea (3): Allow a nation to take on public debt! It can be uber-complicated with a whole loan system available, including pay back times and rates, credit ratings, the ability to loan out money for interest, etc. ;-) or just a simple system. It only makes sense seeing how most nations in the world have public debt.
Anyways, my 2 cents.
I have always found it lacking you can trade/buy/sell many things included whole cities but cannot do that with individual units or production. There was many a time when I wanted to supply my enemy's enemy with tanks or destroyers or... well, anything, to help them out. Providing gold is often difficult and ineffective/inefficient. In both war and peace, this could be useful.
Historically, this, as mentioned, could be very similar to the lend-lease program where the US sent material to the USSR and the UK (before and after it was in the war). It kept the allies alive while the US didnt fire a shot. Strategically valuable, effective, interesting in use, etc etc. I would love to see something like that implemeneted.
Maybe: if you could somehow make units cheaper to make by xfering production to an ally (rather than gold or units). This would be far more accurate historically (moreso than say, sending a whole unit of tanks, crew and all, you would instead quicken production by just sending the tanks).
The way i have it imagined: maybe have on your build options in the city manager, a "Production for _(insert civilization)__." Thus, the production would go to that civilization. On that civilization's turn, in addition to hurrying production, they would have an option to apply transfered production.
The tricky part would be to incorporate such a system into diplomacy and make it tradable. For instance:
Russia Wants: 150 production per turn
America Wants: 25 gold per turn
Therefore, for the next 20 turns, america would have to send russia atleast 150 production for 25 gold per turn or the treay is broken.
Or potentially, similar to a list of city's, have "production of..." followed by a list of cities. Therefore, you could trade for, for instance:
Russia Want: Production of Atlanta (62)
New York (47)
America Wants: 30 Gold per turn
The numbers in brackets are production numbers. The game would then force the production of atlanta and new york to transfer production to russia and lock the production at the two american cities to at atleast those stated numbers. The player could force change the production to something else or change the terrain being worked for lower production but at the risk of breaking the treaty.
Again, russia could apply the production in a similar method as described.
Other ideas:
-Maybe impose a production transfer penalty (ie, if New York has a production of 100, Russia only gets 80%. This could depend on government type, civ traits, etc).
-Random idea: Different maintenance costs for different units. For instance, a unit of Air craft carrier(s) should not cost the same to keep as a unit of barbarians.
-Random idea (2): charge gold for artillery attacks. Rockets and such are expensive. Remember how the germans in world war I ran their agriculture into the ground by effectively using all the nitrates in the nation for shell production? similar idea. For instance, 1 gold for every use of bombardment. It would also keep the 'massive stack of artillery death' from being too overpowered. Adds an extra bit of challenge and adds realism. This could be extended to all units. Every turn, you could for instance be charged a 'ammo fee' for fighting activity of your units. Some units could have no extra fee, like spearman or guerillas while others like archers or tanks would. heck, might even out the usefulness of guerillas if they were much cheaper to use...
-edit: Random idea (3): Allow a nation to take on public debt! It can be uber-complicated with a whole loan system available, including pay back times and rates, credit ratings, the ability to loan out money for interest, etc. ;-) or just a simple system. It only makes sense seeing how most nations in the world have public debt.
Anyways, my 2 cents.