Trade "routes"

A true route

To add some realism, instead of simply having 2 planets and freighters going between them, why not have the fact that a trade route is a serie of planets having a spaceport, and linked all together in a trade system. You would be limited to the number of "trade steps" and there would be a simple equation to show $ influences, including these parameters:

The range between each step of the route

The population of every planet on the trade route. So making a detour to your trade route to add a huge metropolis would be good.

Multi-Empire route. If you are the only ones friend with the Altarian, they could allow one or 2 of their planet to be part of your route (maybe Terminus?) and that means more customers!

That way, you could have parts of the chain attacked and broken, but the whole trade route could still survive (until too much attacks) but on the short-term, you loose $$$ 'cause your chain is broken.

5,621 views 7 replies
Reply #1 Top
To add some realism

Well, I personnally prefer that fun is added instead of realism, especially when dealing with SF games (what is realism when speaking about faster than light travel?)
Reply #2 Top
Phoenix, I don't think that a SF game should be incoherent. So for whattever reason ships are fast (besides, faster than light travel is not dismissed but rather put into question).

But as Phoenix said, realism is not the point when in fact is still represented in broader lines anyway. So does it add something, should it be to the gameplay or the "feel" of the game (including by representing well)? I don't think that it adds coherence as products do not obligatorily follow a single multi-stage route but rather take all routes available (so building ONE trade route between two planets is in fact more coherent than a bunch of lines between chosen systems rather than a true network). I think that Brad mentioned that he had no intention to change the trading system from GC1, puting the development energy elsewhere.
Reply #3 Top
Phoenix, since NASA is colaborating with several noted physicists on how to turn FTL theory into practical travel, how can you be so certain it can't be done?
Reply #4 Top
Phoenix, I don't think that a SF game should be incoherent.

I haven't said anything about coherency

BTW, since the realism subject was opened, one mustn't forget that you get income from trade every turn, not not when the freighter arrives at its destination, like it would be the case ine a "starlane Tycoon" game ( = railroad tycoon in space )

since NASA is colaborating with several noted physicists on how to turn FTL theory into practical travel, how can you be so certain it can't be done?

I am not certain. But it needs some major rewrites on some theories. But it was the same thing when the relativity of time was found. We know today that there isn't any absolute time. But all SF writings/films/games are based on the hypothesis of an absolute time.
Reply #5 Top
I wasn't talking about "realism" that way guys. It's just that if Planet A and Planet B are two metropolis, and they are doing commerce, I think that if Planet C is right between them, and on the trade route, it should gain something out of it. You know, small population boost, more economic activities, etc...

And come to talk of it, big companies (or government) would try to have as many customers as possible on a trade route, 'cause it means more commerce.

I don't want to complain about any lack of realism, god knows GalCiv isn't a by-the-NASA-book game (specially Wormhole technology, taken out of DS9's replay? but I do think that adding more complexity in the trade system would be nice. Why just having 2 planets linked and no interaction except for those 2, when you can create a "true" trade empire by connecting the Altarian and Drengin Empire togheter at the opposing ends of the trade route, and your own "trade capital" at the center of it, generating profit, population boost (and why not some cultural influence?)

And to add to it, trade Starbase? These could stop cultural influence from foreign empire by setting a off-planet trading post.

Anyway, just ideas in the wind. Take what you want.
Reply #6 Top

I think that Brad mentioned that he had no intention to change the trading system from GC1, puting the development energy elsewhere.

We have, however, talked about doing themed expansion packs for GC2.  Like one for trade, one for espionage/destabilization, one for diplomacy, etc.  So we could maybe add multiple planet trade routes in an expansion.

Reply #7 Top
Yeh that would work effectivly Maybe some for warfare.... More campagins.... stuff