Beta 6 Trading System: Initial likes and dislikes

Overall, I like most of the changes to the trading system in B6.  

It appears techs cost more to trade for, which is good.  

I also like the fact that you can't dial up the AI each and every turn to chit-chat.  That was OP and needed to change.  Though, parenthetically, this now re-opens the door for allowing a Diplomacy racial feature like the Terrans had in GC II.  Perhaps an DLC or expansion down the road. ;)

What I don't like is that I can only make one trade per discussion.  Most of the time I like making my deals in bite sized chunks, perhaps with give-and-take.  Being restricted to only one deal per discussion is not fun.  I think we should be able to make as many deals as we like while we're "on the phone" as it were, but once we hang up that's it until enough time has passed.

On the flip side, I very much like the 50 turn limit to many things. Something needed to come in there, and 50 is good enough for me.  

Aside from that, I don't have much thoughts on the trading system. At least right now.

2,932 views 9 replies
Reply #1 Top

50 turns for diplomacy to be available again is excessive. I can understand not letting the player talk every turn (I guess?)

But 50 turns has a lot of things happening. I have been playing with one race 'Allied/Team' with me, just to see what the AI does. I can't even talk to them, even though we are on the same Team.

The ship designer is having issues, mainly due to the fluctuating bonuses. I had a design from a previous game, it became available in my shipyards, but not as an upgrade. I looked and the volume of equipment exceeded the ship limit. So, I couldn't upgrade any existing ships to it, but I could build them all I wanted, even though I technically didn't have the ability to do so.

The exclusive tech restrictions - I haven't made up my mind yet, just playing through my first game. They seem to be more negative than positive. Some of the techs are not conducive to the limits, while others are more reasonable, but overall it just seems like a 'game mechanic' which reminds you that you are playing a game, instead of immersing you in the game.

Reply #2 Top

Quoting RevTKS, reply 1

50 turns for diplomacy to be available again is excessive. I can understand not letting the player talk every turn (I guess?)
End of RevTKS's quote

Is it 50 turns?  Wow, that's pretty high.  It was eight in GC II (four with factions that had the Super Diplomat trait).

Yeah.  Think that might come down a little. :)

Reply #3 Top

50 TURNS!! That is ridiculous. Why would they put something like that in? I thought I saw something by frogboy that said 8-10 turns.

Reply #4 Top

Quoting Franco, reply 3

50 TURNS!! That is ridiculous. Why would they put something like that in? I thought I saw something by frogboy that said 8-10 turns.
End of Franco's quote

It's NOT 50 turns. :)  I don't remember when my initial trade deals were but I was just able to talk to my trading partners on turn 46.  Might be 10, though. Gonna have to pretty much check each and every turn and see what the exact number is.

Don't know why RevTKS thought it was 50 turns until you could talk to them again, though.

EDIT::: Checking previous Autosaves versus a primary save, it is at least 12 turns.

I was locked out of trading at turn 27 and turn 39 but was able to trade again at turn 43.  So at least 12 turns.  I'll edit in the exact number later if I peg it down before anyone else answers in the thread. :)

SECOND EDIT::  Actually, I can figure this out.  As of turn 39. I had 35 turns left on some deals I made, so that means I probably made them on either turn 24 or turn 25.  It looks like I can enter new agreements at the start of turn 44 (don't know why I thought I could on turn 43).

So, 20 turns sounds like what the limit is.  Still pretty high, and IMO, excessive.  But at least it's not nowhere as bad as 50. :p

Reply #5 Top

Yea the lock out on diplomacy was pretty tough. I would like to know how many turns it would be BEFORE I make a deal. Still it should be lower say 12 turns at most.

Reply #6 Top

Quoting Larsenex, reply 5

Yea the lock out on diplomacy was pretty tough. I would like to know how many turns it would be BEFORE I make a deal. Still it should be lower say 12 turns at most.
End of Larsenex's quote

Or maybe research some (optional?) techs to lower the limit, perhaps.  Might make for a nice specialization option.

Reply #7 Top

So sorry for my confusion. I took your comment about 50 turn limits and thought you meant that for diplomacy too. My mistake, I guess I need to be a bit more careful.

 

O:)

Reply #8 Top

Quoting RevTKS, reply 7

So sorry for my confusion. I took your comment about 50 turn limits and thought you meant that for diplomacy too. My mistake, I guess I need to be a bit more careful.

 

O:)
End of RevTKS's quote

I should have been clearer, sorry. :) The "50 turn" bit I mentioned is the length of deals for things like Open Borders, the trading of resources, and similar things.  That is a very welcome thing, IMO. :)

Reply #9 Top

I can now confirm it is exactly 20 turns between trade deals. Made a deal with two powers on Turn 46.  Next time I was able to make another deal was turn 66.