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Old October 24, 2001, 01:23   #1
Genghis John
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Trade: The final word
Don't know if it's been posted before, but I noticed this on Civ Fanatics site:

http://viewer.ign.com/media_page.jsp...e/aciv3024.jpg

That's trade routes in CIV III.

Any Questions?
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Old October 24, 2001, 01:33   #2
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This also explains naval blockades

My gawd- did Firaxis do their homework for this game, or what?!?!
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Old October 24, 2001, 02:12   #3
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What are conditions for a naval blockade? Is there enough to have only one (let's say) trireme inside two (or how much) tiles from the harbor to block it, or you have to occupy every single sea tile next to the city?
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Old October 24, 2001, 02:36   #4
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Besides the Civilopedia entry, I don't think there is anymore info on blockades at this time.

So I couldn't tell ya'.
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Old October 24, 2001, 22:57   #5
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"a visible water route" - if that means that you can make a blockade in a straight, it's great!
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Old October 24, 2001, 23:01   #6
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"a visible water route" - if that means that you can make a blockade in a strait, it's great!
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Old October 24, 2001, 23:21   #7
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Quote:
"a visible water route"
ACtually, Dan "My Man" Mag said that its viable (meaning you need the tech like Navigaion, to have a trade route which goes across ocean squares)
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Old October 24, 2001, 23:29   #8
Genghis John
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My take on this was that a trade route across an area of water needed three things:

1. Harbors in both cities

2. Visible water route, meaning you've explored or traded for someone's map that shows where that city is (i.e. not hidden by black squares

3. The proper sailing technology to reach your goal. i.e. no tiremes crossing a huge sea for example.

IIRC there are three types of ocean squares, that different ship units have different chances of crossing. Modified now by the suddenly more important lighthouse/magellen's expedition type of wonders.

GJ
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Old October 25, 2001, 00:18   #9
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This is excellent. The trade system lives up to my highest expectations.
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Old October 25, 2001, 00:21   #10
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Hmmm.....I wonder if it's possible to buy resources from other Civs for a certain price, then sell that same one to others.
16 Civs in a game, one goods (and arms?) dealer.
How sweet would that be?
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Old October 25, 2001, 00:33   #11
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An abstract question about iron and resource monopolies.
What wonder about is the following:
Let's say there are several civilizations (well, obviously). Let's say my civilization has a certain resource. Let's say it is iron. Now, all the other civilizations are willing to pay me 10 lumps of gold (or pieces, or coins, or units, or whatever gold is measured in) per turn for my iron. Now, let's say I have found all the sources of iron in the world and control them. (also, I am so powerful, that the other civilization will never be able to take the iron from me by the means of war). So, what I am wondering about is, will the prices for iron go up then? Would the other civilizations be "willing" to pay me more for the iron, since there is no ther way to get it?
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Old October 25, 2001, 00:38   #12
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You should be able to set the price higher. Doesnt mean there will be any one who is willing to pay it. Also, hopefully the AI will reply in kind.
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Old October 25, 2001, 00:56   #13
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I think the question was:

Is it some sort of pre-programmed value, like the AI always pays 2 gold per turn?

Or does it have a dynamic market value, depending on how many 'spare' resources civs have, and how many civs the spares are spread over.
Ofcourse, this market value would be hidden to the player, and only used by the AI to determine if a price is fair.

I think it will have some sort of supply/demand market value, so the AI will pay more if you have a monopoly. I think this also because almost EVERYTHING will need to have a value, in order for the AI's to be able to make sensible trades.
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Old October 25, 2001, 01:03   #14
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Quote:
Originally posted by Blake
I think the question was:

Is it some sort of pre-programmed value, like the AI always pays 2 gold per turn?

Or does it have a dynamic market value, depending on how many 'spare' resources civs have, and how many civs the spares are spread over.
Ofcourse, this market value would be hidden to the player, and only used by the AI to determine if a price is fair.

I think it will have some sort of supply/demand market value, so the AI will pay more if you have a monopoly. I think this also because almost EVERYTHING will need to have a value, in order for the AI's to be able to make sensible trades.
It would be silly to have a set market value as thats not the way it works in real life (for the most part). I doubt they would do that. The AI should judge if a trade is worth it and how much it would be willing to pay. It should always be in flux because of differing situations.
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Old October 25, 2001, 02:57   #15
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