Trade system I don't like the luck factor
#1
Posted 24 November 2007 - 08:30 PM
#4
Posted 24 November 2007 - 11:13 PM
#5
Posted 25 November 2007 - 06:32 AM
Choice can be implemented by simply being able to choose to change a resource, possibly for a large financial investment, or by something like the Territories suggestion (read Seerow's post).
I suggested a complete self balancing system (the more people have a resource the smaller its effects) a while back, but because the search facilities on this forum are appalling I can't link it for you.
#7
Posted 25 November 2007 - 07:02 AM
#8
Posted 25 November 2007 - 07:37 AM
I am the Head of Trades in my alliance, and for those people that kind of don't fit in to the combos, you let them use that resource as the "wildcard" instead of the nice fish/wine/gems or something. There is always a way...
Plus, if you really can't achieve something; then get a better alliance, or delete your nation and create a new one.
I had a nation that was about 150 days and older. Deleted, and got a new one with cattle & pigs which is nice
#9
Posted 25 November 2007 - 09:31 AM
#10
Posted 25 November 2007 - 07:50 PM
Wurzak, on Nov 26 2007, 02:31 AM, said:
I am suprised that it has never been tried before (or at least, as far as I know)
#11
Posted 25 November 2007 - 08:36 PM
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I see you have cattle and pigs... no wonder why you don't really care. And also, we're talking about trades that don't work with the two best combos in the game. Why should nations who get a bit unlucky get left out? My nation is stuck with the 7-trade bonus combo which isn't bad, but it compares nothing to the Beer, Construction and Fast Food, along with the maximum population boosts. People who have resources that can be used in the best trade combinations won't want to participate in such combos like the 7 bonus.
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Why should I have to? That's the question. And having a "better" alliance has nothing to do with the situation at hand.
#12
Posted 25 November 2007 - 09:28 PM
Vinas Solamnus, on Nov 25 2007, 02:37 PM, said:
If you are stuck with furs then you are in trouble. No one needs fur in their trade combo. I have never seen any trade setup that involves fur.
As it is now, if you have the resources that are needed for the construction and beer combo then you will have a lot of people wanting to trade with you. If you only have one of them than you can probably find a way in a lesser trade circle that uses a few wild card resources.
The resources needs a complete workover. One way of doing it would be to make "Affluent Population" better, if we could get atleast a few people to choose affluent population instead of construction and beer then all resources would be better.
#13
Posted 26 November 2007 - 06:20 AM
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This sort of thing never works, either all resource paths are the same in which case there is no point being careful with trades, or there is a best one in which case we are in the same position as now. The only way to make resources work is for there to be choice and dynamism.
#14
Posted 26 November 2007 - 10:45 AM
Bob Janova, on Nov 26 2007, 07:20 AM, said:
Well there are ways to work around it. Say FF stays pop based, Affluent Pop gets a higher base income but lower pop, and the Gold etc get more military/technology strength. For this I particularly like the idea of turning tech cost discounts to effective tech bonus. Between that and efficiency boosts a military setup could be worthwhile. Giving people choice in their base resources lets them have control to some degree what route they want to go with their nation, so long as they can find like minded partners with the other resources.
Of course, this would work much better with a revamped improvement system. Consider more improvements like Border Walls (which benefit the high income low population people far more than those with maxed out pop). The system being changed to be more dynamic with more actual choice involved would be pretty awesome as well, but that's probably a subject for another topic..
#15
Posted 28 November 2007 - 03:27 PM
Why don't you start with rock bottom resources like hunted meats and gathered fruits, and as you hit 50 and 100 technology you get to choose which resources to harvest. You can buy an improvement that allows you to switch whatever resources you want to harvest at any time, but you have to pay to switch them (in addition to paying for the improvement itself).
#18
Posted 29 November 2007 - 09:29 AM
This post has been edited by Flamingmonkey923: 29 November 2007 - 09:30 AM

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