Aussie_Lurker
Deity
Hi guys,
This thread has been motivated by one posters rather unfounded suggestion that the majority of people support a 'unit based' trade model. Therefore, I have taken it upon myself to guage the support for one model over another. So, here are the choices:
1) The civ3 way: Abstraction of 'trade routes' which can't be seen, and can only be stopped via placing units in such a way as to block the route OR by destroying trade infrastructure.
2) The civ 2 way: You build a caravan unit, assign it a resource, and then manually move it to the city you wish to trade with.
3) A 'pseudo' civ2 way: You negotiate a trade with another civ, and select a start and destination city, and a caravan unit is automatically created which moves between these points. This model would also allow a player to change the route the unit takes AND assign it an escort. You could view the caravans progess on the map at any time, but would require little or no player intervention.
4) The CtP way: You build a caravan unit but DON'T move it, instead each caravan unit you have allows you to form one trade route. Trade routes are indicated as lines on the map, and can by broken or pirated by passing units.
5) The 'Pseudo' CtP way: You build a caravan unit as in CtP, and assign it a resource as you do in civ2. When you make a successful trade, a trade line forms connecting the two cities involved in the trade (via the shortest route possible). The trade route would have a 'strength' and a 'speed' indicating how difficult it is to attack and how much its base value is increased by.
6) Perhaps you have another model you would like to suggest-please do
!
Anyway, I look forward to your replies.
Yours,
Aussie_Lurker.
This thread has been motivated by one posters rather unfounded suggestion that the majority of people support a 'unit based' trade model. Therefore, I have taken it upon myself to guage the support for one model over another. So, here are the choices:
1) The civ3 way: Abstraction of 'trade routes' which can't be seen, and can only be stopped via placing units in such a way as to block the route OR by destroying trade infrastructure.
2) The civ 2 way: You build a caravan unit, assign it a resource, and then manually move it to the city you wish to trade with.
3) A 'pseudo' civ2 way: You negotiate a trade with another civ, and select a start and destination city, and a caravan unit is automatically created which moves between these points. This model would also allow a player to change the route the unit takes AND assign it an escort. You could view the caravans progess on the map at any time, but would require little or no player intervention.
4) The CtP way: You build a caravan unit but DON'T move it, instead each caravan unit you have allows you to form one trade route. Trade routes are indicated as lines on the map, and can by broken or pirated by passing units.
5) The 'Pseudo' CtP way: You build a caravan unit as in CtP, and assign it a resource as you do in civ2. When you make a successful trade, a trade line forms connecting the two cities involved in the trade (via the shortest route possible). The trade route would have a 'strength' and a 'speed' indicating how difficult it is to attack and how much its base value is increased by.
6) Perhaps you have another model you would like to suggest-please do

Anyway, I look forward to your replies.
Yours,
Aussie_Lurker.