Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site forums as they ran on Ultimate Bulletin Board, 1998–2001. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 2005 site & forums

  Apolyton Civilization Site Forums
  Civ3-General/Suggestions
  Trade

Post New Topic  Post A ReplyPost A Reply In A New Window

profile | register | preferences | faq | search next newest topic | next oldest topic bottom of page
Author
Topic:   Trade Format for Better Printing
AzNtoccata
Settler

Jan 2001
posted January 14, 2001 01:20   Click Here to See the Profile for AzNtoccataClick Here to Email AzNtoccata  send a private message to AzNtoccata
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
With all the trade contreversy crap, I think that cities automatically trade their goods for the highest bidder and buy stuff that are lowest price (common sense, doesn't require some damn king to tell what people to do). My earlier idea of city zoning has something to do with this. Factories that are not controlled by you and don't work on government projects produce private goods such as clothes, diamonds, furs (should change over time to oil and uranium stuff like that). Cities should have random "wants", but the world should be pretty balanced (leave that to the programmers). Depressions are now possible and random events and cause wants to decrease. You can also limit trade to civilization as punishment during diplomacy (remember, goods that come in mean trade, trade means $$$, beakers, and goblets).
AzNtoccata
Settler

Jan 2001
posted January 14, 2001 01:32   Click Here to See the Profile for AzNtoccataClick Here to Email AzNtoccata  send a private message to AzNtoccata
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
I'll organize my thoughts into one huge organized essay later. Sorry for messiness, but when you get great ideas, get them down before you forget =).
young newbie forever
Settler
hopatcong,NJ,USA
Dec 2000
posted January 14, 2001 11:07   Click Here to See the Profile for young newbie forever   send a private message to young newbie forever
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
good idea but might to much micromanagement. though i love micromanagement.

i had posted about this earlyer on the same topic but it dissapeared so ill post it again here

ok, when country A has a massive abundence of iron then it produces, say, legions faster and stronger than country B, however B has a massive supply of buffallo and his cities are huge and growing. meanwhile A is at war with C. C has the market cornered in lumber and is building ships and cattapults fast and in massive strength. however his citys are week considering people cant eat wood. so he sends out an explorer ship (caravel) with a settler in it far away he finds great farm land and begins to farm it using his settler he builds 3 big farms far away from any of his citys then has the settler settle down on them and start producing fodd and that gets spread outr evenly thrughout his cities. Now A's people are in worse shape considering that you get even less food from iron so he checks the market and wow! B is selling alot of buffalo so A offers some iron for it and bam his economy strengthens and he is very strong but a little later C finds uranium and builds a super nuke and flatens B. A starves half to death and is deffeated by the mighty Americans, oops I meen C .

however its probably to late to have suggestions like this considering the website says they already have a playable demo but sid did say somthing about trade in a statement to us \

im sorry man (women?) but I dissagree with the idea of people having to sell there own goods it just dosn't fit right in a game were you are suppose to have complete control. And I stress the word GAME. NOT REALITY SIMULATION, GAME!!!!

Dom Pedro II
Prince
Ridgefield Park, NJ, USA
Nov 1999
posted January 14, 2001 12:50   Click Here to See the Profile for Dom Pedro IIClick Here to Email Dom Pedro II  send a private message to Dom Pedro II
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
I agree with young newbie's post. This has been the kind of system I've been stressing, but if I can't get it I want the next best thing....
New Yorker
Settler
New York, New York
Jan 2001
posted January 14, 2001 20:00   Click Here to See the Profile for New Yorker   send a private message to New Yorker
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Dudes, AzNtoccata(man you couldn't pick a shorter name) is right about people just trading but something similar to SMAC, where trading between nations would be represented as commerce but this kind of commerce would just between minor companies & krap like that

the second type of trading i had in mind are those massive trade routes, trade routes like the Silk Road, these massive trade routes would be shown like in CTP 2 & you can pirate these major routes

to me there should be another two types of something, goods. basically raw goods like that has been traded throughout all the civ games & a new one, industrial goods, these are only produced in nations with specialized industies(you know there was indusries before the industrial revolution). these specialized industies would get a huge boost from the industrial revolution & therefore in turn a huge boost in profits from these industrial goods

i know i went off the topic a bit but what the heck, gotta to express yourself

-----------------------------------
in New York, the rats out numbered people 9 to 1,& you thought you got pest problems?
[This message has been edited by New Yorker (edited January 14, 2001).]

markusf
Prince

Oct 1999
posted January 15, 2001 18:32   Click Here to See the Profile for markusf   send a private message to markusfSend a Message to UIN: 3852691
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Imperialism 2 has a great trade model.
Gold and gems contribute directly to your treasury at the end of the turn. To build a ship you must collect lumber, saw it, get iron and coal, and make steal, then 4 lumber and 5 coal will make you a ship. At any point in time lumber coal and iron etc can be sold on the open market to any other civ at a price you set. This would allow you to corner the world market in 'oil' for instance...
Apolyton Civilization Site Forums
> > > Civ3-General/Suggestions Forum

next newest topic | next oldest topictop of page

All times are EDT

Administrative Options: Close Topic | Archive/Move | Delete Topic | Top
Post New Topic  Post A ReplyPost A Reply In A New Window
Hop to:

Contact Us
Apolyton Civilization Site

Powered by: Ultimate Bulletin Board, Version 5.44a
© Infopop Corporation (formerly Madrona Park, Inc.), 1998 - 2000.

Front Page | Civilization III | Dinosaurs | Civilization II | Call to Power | Call to Power II | Alpha Centauri | Alternative Civs | Misc | Links | About ACS | GameStats
GameLeague | Scenario League | HAC | Civilization Scenario Collection | Spanish CivII Site | Clash of Civs | CtP Maps | Art of War | WesW's Ctp1/2 Site