The trade dillema
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GalCiv2 Forums
Anyone notice a big problem with the game involving trade. When you conquer a planet you were trading with, you're trade income disappears! This is a big problem when you get into games where trade is substantial part of your income*. Conquering the other civilization will actually put you at a disdvantage, because you just lost all you're trade income with them.
Well what changed? Whatever was being produced ont hat planet should still be available for trade, right? (assume that you don't damage any improvments or planet quality). Just the owner changed.
Basically I don't like the trade abstraction - that arbitrary "trade routes" just give you x amount of money per turn. I don't see any way to fix this with the current system unless you are allowed to trade with yourself. But if people were allowed to trade with themselves thats all the would do, because you never know who you are going to go to war with next. If you say "Well you can trade with yourself, but get a bonus for trading with other civilizatiosn" that still doesn't fix the fundamental problem that the "trade income" is created out of thin air - but this time instead of disappearing it stimply gets lowered when you conquer another planet you were trading with.
I think they need to revamp the trading system. Instead of money, you could trade for finished products like weapons systems, or raw materials that could speed up military or social productioin, or maybe even food. This is how trade agreements are mostly done at the international level anyway - tangible goods are swapped for other tangible goods, or services, not currency.
Alternatively, they could get a little deeper and have raw resources located on planets that are necessary for producing certain things. Suppose various rare metal ores are necessary for producing weapon types or something along those lines.
* And I don't see how it can't be - the only alternative is extremely large worlds combined with banks and entertainment centers, but if you have those it hits your manufacturing and research capacity. Trade has no such disadvantages - and its income can be boosted really high using econ starbases with upgrades). Its basically a free lunch
Well what changed? Whatever was being produced ont hat planet should still be available for trade, right? (assume that you don't damage any improvments or planet quality). Just the owner changed.
Basically I don't like the trade abstraction - that arbitrary "trade routes" just give you x amount of money per turn. I don't see any way to fix this with the current system unless you are allowed to trade with yourself. But if people were allowed to trade with themselves thats all the would do, because you never know who you are going to go to war with next. If you say "Well you can trade with yourself, but get a bonus for trading with other civilizatiosn" that still doesn't fix the fundamental problem that the "trade income" is created out of thin air - but this time instead of disappearing it stimply gets lowered when you conquer another planet you were trading with.
I think they need to revamp the trading system. Instead of money, you could trade for finished products like weapons systems, or raw materials that could speed up military or social productioin, or maybe even food. This is how trade agreements are mostly done at the international level anyway - tangible goods are swapped for other tangible goods, or services, not currency.
Alternatively, they could get a little deeper and have raw resources located on planets that are necessary for producing certain things. Suppose various rare metal ores are necessary for producing weapon types or something along those lines.
* And I don't see how it can't be - the only alternative is extremely large worlds combined with banks and entertainment centers, but if you have those it hits your manufacturing and research capacity. Trade has no such disadvantages - and its income can be boosted really high using econ starbases with upgrades). Its basically a free lunch
, but I think a good system might be to have planets have particular resources and then you trade based on those resources. Resources would be necessary for producing certain thigns. You could also trade for manufactured goods. And have no limit on trade routes - the limit would be the amount of resource you produce. It wouldn't necessarily have to be that complex - you could just have say a half dozen raw resources. This would also open up interesting strategic options where you curtail a certain civs military production by cutting off their access to critical raw materials. You could also be able to trade with yourself - say have some planet specialize on farming and then have another be a "hive" world that is totally dependent on outside food sources.