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Old September 9th, 2001, 08:42 AM

Magus38 Magus38 is offline
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Default Re: Dicsussion About Trade

I would think that such a complex addition to the current interface would have to wait for the expansion at least, as it seems beyond the scope of a patch. Greater detail in trade and in diplomacy in general (assuming it could be made to actually work) is always welcome and would certainly enrich the game (I am something of a detail junkie which is why I tend to prefer turn-based strategy).
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Old September 9th, 2001, 12:05 PM

alien2 alien2 is offline
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Default Re: Dicsussion About Trade

I think it's an excellent idea.
Well worth implementing.
Let's hope so !!
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Old September 10th, 2001, 01:22 AM
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Atrocities Atrocities is offline
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Default Re: Dicsussion About Trade

Yes, I agree, an expansion pack idea it is. Perhaps Aaron, if rumors are correct, could implement it for that. It would be a nice addition to say the least.

OT, does any one else notice the funny distorsion around the POST REPLY or REPLY buttons?
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Old September 9th, 2001, 05:16 PM
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Default Re: Dicsussion About Trade

quote:
OT, does any one else notice the funny distorsion around the POST REPLY or REPLY buttons?
Yes. It looks like the background on the button is slightly textured with the text color.

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Old September 9th, 2001, 06:01 PM

CW CW is offline
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Default Re: Dicsussion About Trade

Emmm... why would I want to buy any rare gems or space rum? Alcohol is forbidden on my fighting ships!
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Old September 10th, 2001, 12:58 AM

Baron Munchausen Baron Munchausen is offline
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Default Re: Dicsussion About Trade

I must agree with the assessment of most others here. This is much too detailed for SE. We can't even choose which treaty conditions we want to grant yet (trade alliance, use of resupply depots, intelligence point sharing, etc.) -- we have to stick with a fixed list of set treaty types. And you want to deal in specific trade goods??? Not likely.

This could be added in a more generic form, though. Like this: Have a new facility ability called "Consumer manufacturing" that increases your trade benefits slightly. Maybe 1 percent. Then, you could have a facility that appears in a special tech area (maybe one restricted to a certain class of empire, the more 'democratic' sort that allows consumer decadence... ). This would provide a way to alter your trade abilities within the game instead of being stuck with the setting you chose at setup. But this is a very GENERIC angle, as you can no doubt see. No specific trade goods are accounted for. This ability represents all sorts of consumer goods in a single feature. Done this way, it wouldn't be too much trouble. MOO II had 'trade goods' for your excess capacity, after all...

A racial ability called 'Consumer Culture' might be an amusing addition to the list with Propulsion Experts and Hardy Industrialists and whatnot...

[This message has been edited by Baron Munchausen (edited 10 September 2001).]
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