GlyphGryph wrote:
I disagree - the problem with trade is simply that is hands down less effective than making your own items. Construction Infrastructure is cheap and relatively quick - trade is expensive and extremely long.
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And
why is it less effective?

I posit that it is because all of the previously identified issues with trade, and that those issues are symptoms of lacking a stable currency.
"cheap" and "relatively quick" are in fact both very relative, and constrained enough that a healthy market would change that tune.
I have 7 cities (one of which at max possible food production and
unable to grow further) and I can tell you there is actually great need for
trade, but everyone is a buyer and not a seller. Population is limited by food upkeep, which in turn limits
advanced resource production well below what one city can consume in
unit production. It takes around 2 cities to supply one for constant
war production, and needs change with unit queues
(diplo/military/siege). Every powerful player would love that second support city to be someone else's so that as many barracks as possible can be kept in constant production.
But one of the symptomatic problems is that
everyone is interested
only in advanced resources, unwilling to
trade away the ones they have as they need all they can produce and more
besides. Level 20 buildings still don't bring a city to within
self-supplying that resource, let alone overage for trade. Population
limits prevent having level 20 buildings for resources outside of the city's
specialization, except maybe on the 7-food-plot tiles. Merchant players can't ask for gold because they can't
use gold to re-stock when it's not a valued resource, especially for the smaller players who are more likely to be willing to produce equipment
for others.
If gold held value, militaristic players would spend it even long distance for equipment, and possibly trade resources locally for gold to fund that spending and upkeep
instead of supplying growth to new cities, but there's currently way too much variance between resources and equipment for players on both sides to believe they're getting a fair deal. Currently no one will trade base resources for equipment until they cannot expand their empire any more, and that's a long way off for everyone.
waylander69 wrote:
I think this one might prove hard to put
out to everyone, for instance what happens if some people just hoard
the gold, this would create a shortage therefore would increase its
value, people who have 2 accounts running with a large number of cities
would not need gold as much for trade as they would just trade between
their own cities for the resources.
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I'm pretty sure hoarding gold cannot be a problem for several reasons:
- No matter now much gold is hoarded, every city gets its cut of the
steady flow back into the system from military and diplomatic upkeep (and gold cost of resource/unit production should also go back into the global stockpile). Growing famine hits the hoarder harder than the spender, who must keep reducing his upkeep to maintain positive income else allow the system to re-distribute some of his wealth. The spender on the other hand built his army when gold was worth less, and though he has fewer liquid assets, he has greater wealth in military assets.
- Hoarders will find that gold sitting in stockpiles only increases military cost. The longer and harder you hoard gold, even without attracting attacks, the further behind you will find yourself against those who invested it wisely in either business ventures or putting troops in the field to earn their upkeep.
- When gold becomes truly valuable, hoarding it and the requisite limits put upon upkeep makes you a juicy target, as that big gold stockpile is now worth the costly effort to thoroughly plunder. Military spenders gain the advantage but by upkeep are the biggest re-distributors of wealth, and their exploits of opportunity will limit the ability for gold to stockpile.
- High taxation for hoarding means low resource production which
should also limit equipment production. If it does not, the solution is to start increasing secondary resource production time according to taxation, further forcing the tradeoff between military and economics. Thus handled, gathering more gold requires spending more gold to build a protecting army and the value of equipment also stabilizes and forces the hoarder to spend.
- Trade score can switch to measuring wealth/income like real economic markets, rather than focusing entirely on the somewhat meaningless metrics it follows now. As a result it will help identify player stockpiles and targets of opportunity.
Bottom line, if it's a zero-sum game, it works precisely like all the real-world currency does, and must by necessity actually work like real-world economics which are well established and understood. Wealth will not distribute evenly, but it will continue to redistribute and no one is safe from losing it by military OR economic means. Everyone's income comes out of everyone's expense, and on a global scale that's actually a very hard balance to tip. He who succeeds only makes an enemy of the entire impoverished world, but he really CAN'T succeed. His ability to gain and maintain a lead is constrained by his GDP (gross domestic product, in this case population) and every other player in the game can eventually match that, especially as players start hitting practical growth limits.
waylander69 wrote:
A base system needs to be put
in place where people cant ask for thousands of resources by offering
just 1 gold as we see almost every day. Not an easy one to
work out by any means..... |
Except as a mechanism for asking mates for a handout, I find this behavior reprehensible, but not problematic. It has no impact if people don't fill the requests, and if they do so accidentally, they can recover their losses in blood...a fair risk to the people using this to exploit carelessness and therefore unwilling to return the resources.