Freighters similar to Civ V Caravans

Having played a bit on the new Beta 5, (assuming im not just getting this all embarrassingly wrong :blush: ) and having played Civ V quite a bit recently, i was thinking that the way Civ V (BnW) does caravans (i.e. freighters) is pretty neat.

I always thought it weird in GalCiv you had to have a freighter travel 10's of turns to even start per turn income. It would make more sense, if doing it that way if it was a bulk amount (say 200bc on each arrival instead of 10bc a turn)

Like Civ V You just select a target and the money starts coming in per turn straight away. It could also be a normal sized ship to make it more obvious as a target like the Civ V caravans, but they dont show a fog of war and disappear if they go into it. Also having it attacked could be a much bigger prize / sting.

Gaining 200 gold in Civ V or loosing 10 a turn is a huge amount and something you need to provide real protection for if you are going into war.

You could also have the whole "get some of their science / impart your influence to that planet" thing going on.

Don't get me wrong, i don't think Civ V is super amazing or anything but i liked that aspect. 

3,900 views 9 replies
Reply #1 Top

Personally I would like it if it was bulk amounts...    and gotten only when the ship "comes in"     This would make the destruction of freighters more than just inconvenient.   it would also have a historical connotation.

 

Plus It would allow the player to build faster ships, or perhaps additional ships to make a route more lucrative.     It would also make a route possibly play out and lower in value if one traded too heavily in one location...

 

just thoughts. 

Reply #2 Top

I personally would like to see bonus's for creating trade networks 

the more trade routes you can connect together the more you make

Reply #4 Top

i really like both points made above.

to add make the farther the trade route worth more... I.E. every tile away from start point gains .05% bonus credits, going thru enemy Territory + .1% per tile.

Reply #5 Top

For the AI it's much more easy to distribute its global spending when the income isn't jumping up and down.

Quoting wiezer, reply 4
going thru enemy Territory + .1% per tile.
End of wiezer's quote

IMO enemy terrain should either be shuned automatically by non-military craft, what civilians in their right mind would go to places of certain death...? or maybe, if their crossed, the route should face a penalty which would represent a sort of tribute. 

Reply #6 Top

Well, they need to do something to punch it up. In past games I can't count the times I have sent a Freighter and been told I have no licenses, Even when it seemed like I should.

I made a custom with the trader trait and all it does is research trade tech and never sends freighters. It could be trading with other AI but I doubt it. We were on good terms and I was trading with them.

Reply #7 Top

Civ V is another restructuring of how they handle trade. In Civ II the mechanism was much as it is in GC1, 2, and 3. I really don't understand why Sid keeps changing how trade is done in Civ, but I like it best as it was in Civ II and is in GC. It just seems to me that some effort is needed to get a trade route established, and sending a ship to the other end of an intended trade route seems to fit the bill very nicely.

Reply #8 Top

I just think that something is needed to make it more of an exiting and viual impact. 

Lump sum if keeping It as is and adding influence pressure or what have you would mean you would want to pay more attention to it

Reply #9 Top

I prefer how it works in GalCiv3. Going for those juicyest trade routes should be a longer term investment, and not too much a non brainer (like in Civ5).