Economics in GalCiv 2

Dev Team -

I'm hopingyou will improve the poor example of trade and economics in Galciv 1.

One of my biggest beefs is that you had a fixed number of trade routes. Now on the surface - I like the idea - civilizations becase of culture concerns would naturally would want to control the number of "foreign imports" to their civilization. However - this should change if your relationship changes with that civilization. In addition, if you conqueor another civilization - your trading should just become domestic trade routes - not stop all together (example - in Galciv 1 - if you have 6 trade routes - with 2 civlizations (2 apiece) - if you conquered one of those civlizations - you actually got punished and your maximum trade routes went down to 3.)

So to sum up -

1. Trade routes should not go away becasue you conqueor a planet or civlization - they should just become domestic.
2. Closer relationships with an civlization (such as an alliance) should bring more trade routes
3. Trade routes should be allowed to be set up within an empire to increase one's own economy.






48,612 views 36 replies
Reply #1 Top
BR> Domestic trade has no impact except economic benefit. A mere program loop could optimize the benefits better than any player. Micromanagement without strategic decisions involved : I doubt domectic trade will be implemented this way.
Reply #2 Top
f micromanagement. Not an easy task, but one that would be very worthwhile.

Paul.
Reply #3 Top
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Reply #4 Top

This allows for a system where a player can actually compete and dominate through focussing on trade.

Paul.
Reply #5 Top
and tech) as opposed to a giant galaxy with hundreds.

We don't have to go down the path of micro-management hell - just makes things scale.
Reply #6 Top
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Reply #7 Top
anet sometimes I could lose up to 1/4 of my yearly income. That planet I took would never make up for that.
Reply #8 Top
Yea I can see your points definitely. But odds are, trade won't be that much different than GalCiv 1. This doesn't mean we won't change it in some future version (GalCiv III for instance) but the system in GalCiv 1 did work pretty well.

I do think that the # of trade routes should be affected by the galaxy size though. But if we had no limit on trade routes the AI would just swamp the players with trade routes.
Reply #9 Top
m more and more inclined to dislike culture flipping.

Edited for quoting - P.S. If edit didn't show html but the quote and their brackets, it'd be easier to edit...
Reply #10 Top
th treaties or diplomacy. A bit as in GC1's "More buildings is better" and freighter cost.


PS: One can notice the similarity with my "interior trading" thread. Interinfluence I guess: just trade vessels wandering automatically.
Reply #11 Top
planets. It's how trade works in reality and also manages to minimise micromanagement.

Paul.
Reply #12 Top
romanagement above the current level.

Paul.
Reply #13 Top
ets me know where my trade routes are.




Reply #14 Top
the diplomacy model of the game. And it removes the ole "circle of freighters to guard resource/minor/whatever from my non-enemies" tactic.
Reply #15 Top
ic star bases a matter of luck, rather than strategy. I would have to re-roll the star map, until planets appeared horizontal/vertical, simply because the movement routine produced a different return trip.
Reply #16 Top
ade income greater than tax income, and I haven't reach the 10 trade routes limits. But I am a major trading partner.
So I don't see really any need for some tweaking.
Reply #17 Top
ay. First in diagonal until horizontal or vertical movement allo to go straight to destination. So there isn't any luck in it.
Reply #18 Top
ion, a boolean isInbound flag. Or calculate the halfway point of the trip. Or examine the destination to see if it's the player's planet.
Reply #19 Top
takes very few lines of code and improves pathfinding a lot, especially if you send units to rendez-vous one with another.
Reply #20 Top
, I like the system the way it is.

Reply #21 Top
planets stopping once they are controlled by the same empire. If it was found that just halving the route wasn't enough incentive to either stay at peace or make a new route, the penalty could be increased more.
Reply #22 Top
to the originating planet and keep shooting down the freighter when it gets re-launched.
Reply #23 Top
and out.
Reply #24 Top
. That is to me a better way of blocading - rather than shooting down individual frieghters.


Reply #25 Top
players then don't spends large quantities of time mamaging those routes.

Paul.