Wargames

by Acebloke
Wargames
[AMT] Join the war or build a city
ID:1517566
 
Applies to:
Status: Open

Issue hasn't been assigned a status value.
History in Wargames:

Trade was a useful feature early on to help out new people or struggling nations, and also generates a bit more cash for others. Earlier in the game the tank and aircraft units were tradable but it was a hardcoded system back when Wargames wasn't optimised at all and instead of streamlining it I just removed it at the time.

Alliances soon after they were created had a central resource pool where members could freely give and take resources.

At some point, it was kept as a record who took what.

-----

Currently in 2.0:

Trade has expanded to include new research coal, and now based on a tonnage rating which decides how much can be traded in each transaction. Building ports allow ships to be automatically created over time, increasing your trade capacity.

Passive trading is a loose resource for cash system, it doesn't get traded to any nation, but you get a bit more money when in a sticky situation for resources you don't use. Set price for resources, but if a proper global trading system is implemented it could go for variances later.

Automatic trading is also a new system, you can set what minimum level resources are and how high your prepared to trade it for. Food, Wood and Coal are automatically set on, so people who set up trades in these resources will likely benefit automatically without requiring people to look for it.

----

Likely progression with trade could be an opening of raw uranium resource being tradable.

In addition, the trade research will be converted to upgrade your ship type (currently listed as 'Trireme') for larger tonnage.

I'm also thinking that power should be a per-turn tradable contract with another player, so this will likely see light of day. This could be then used as another form of attacking nations if you could take out a power-sharing country causing your primary target to get blackouts.