GASherbert

GASherbert

Joined Member # 682940
2 Posts 29 Replies 373 Reputation

My first reaction when I read this: I seem to remember a certain mod in another game with a 'flexible difficulty' challenge option once. I wonder if we might see something similar here? [e digicons]:grin:[/e]

16 Replies 39,729 Views

[quote who="peteincary2" reply="6" id="3562296"] There is no indefinite trade. You can see active treaty agreements from the diplomacy screens, including how many turns left on an existing treaty. 50 turns is the usual amount for any trade agreement. Credits per turn helps guarantee cooperation from the civ getting the benefit of the treaty. It is an incentive to keep peace. It is part of the game to be able to make and break such treaties. What I would find helpful

29 Replies 135,915 Views

At the very least you should not be able to offer a trade that you aren't even capable of honoring. I see no problem with trades exceeding income if you have enough credits to support the deficit, but if you can't meet the terms of the trade when you make it, it should not be allowed. Indefinite trades are problematic, especially when combined with discrete items. Perhaps they should all be given a set term. And maybe cancelling a credit per turn treaty could pay out the outst

29 Replies 135,915 Views

I think any percentage reduction should be made to combine multiplicatively. That would have the benefit of diminishing returns on stacked bonuses and avoid the possibility of hitting 100% reduction (which has a tendency to break gameplay).

4 Replies 9,259 Views