[Idea] Trade Guild Neutral Faction

Shouldn't it be possible to add a second neutral faction, like the monster faction, that shows up in the diplomacy screen? I want to add in a trade guild that has unlimited resources so that players can make trades with them to better utilize all the extra resources one seems to get. It seems too often I have an extra 500 metal when playing as a magic faction that will never be used. It would be nice to be able to exchange that for gildar or crystal. 

 

On the technical side, I know we can add in new monster type factions, but how does one set these factions to have no diplomacy? I bet I can get them to have diplomatic relations and then shut off the functions that would not make sense. The Traders Guild would have permanent Non-Aggression Pacts with all factions. I might even be able to add a Trader Citadel to the map when modding is fully opened up.

 

Anyone have any ideas on what a trade faction might add to the game?

5,025 views 4 replies
Reply #1 Top

I would at least ask for some tech-specific nonsense, or meaby a delay on the trades, since this would beef up my gameplay a lot :D

But sadly would remove the need to trade with the other factions, I love the part that if I need those crystals or horses, im really gonna beef up Krax's Military with Metal armors and heavy-duty weaponry.

Sincerely
~ Kongdej

Reply #2 Top

 When I first read the post it made me think of a 'world bank', one can take a loan (any resource, not just gildar?) at significant interest, if unable to make a payment then they take a mine/resource/outpost or a city or whatnot, if you refuse then they come to collect

 I like the Trade citadel being on tha map, could make it grow using slaves acquired from the 'debt collection process'.  I lean towards wanting to be able to attack the citadel at some point if I was feeling cocky, but in a big game (10+ major factions) I could see the Trade Guild gaining enough coin to have a devastating army (perhaps base the power of the army on the amount of profits/slaves made?) - taking the citadel would give the owning faction +3 to all resources per turn? and a negative to all diplomacy (could help diplomacy with warlike nations?, impressive taking a trade citadel)

 Could have govern type heros give cuts to the rates the Trade guild charges

 Instead of unlimited resources perhaps the guild starts the game with 1000 of each resource & those stacks grow & shrink due to the amount of goods traded.  with the profits from each trade adjusting to supply & demand (you go to sell 500 iron & only get 150 gold due to the 3000 iron surplus you've already sold them

Reply #3 Top

Kongdej is right that trading with other factions is at some point a good thing that we don't want to throw away, there are many situations where a rade guild would be necessary. During total war, when all factions are at war, for very evil factions that are at war with everyone, in the early game when no one has enough to trade, in the early game when you don't have enough known races to trade, in the late game when trading is foolish due to high levels of economic competition, in every multiplayer game because everyone is too paranoid to trade. The trick is to identify the areas where a trade guild is needed and make it useful. Then I will identify where it gets in the way and make it less useful. 

The more I think about it, it needs a physical presence. I will make it a Wildlands. It will consist of a massive fortress that is nigh impenetrable. If you have ever played Settlers of Cataan: Cities and Knights, it will function somewhat like the merchant piece. The first faction to make contact will have access to a vast trade network owned by the three houses. I forget the other two, but one is House Capitar. Assuming I can get it to work, I would like to give the Trade Guild some special trade treaties. Basically there will be three possible treaties. The first one has the best return on goods, the second is a mediocre return, the third is about the same as trading with another faction. Diplomacy skills will make the returns even better. There might also be a call for something like a continual trade for something you need in exchange for something you don't. Maybe metal for food per grain, refined crystal for horses, influence for mercenaries. It will be possible to start a caravan from the Citadel for all factions. An all roads lead to Rome effect will occur.

As to the citadel, capturing it will have serious consequences and benefits. It will be nearly invincible, but naturally a level 5 Town. It will have the best resources connected to it and some really powerful special resources from the cityhub. Conquering the Citadel removes the wildlands and sends you to permanent war with all factions.

The hard part of this kind of change will be figuring out wildlands and making a faction start as a wildlands. But, since there is already a darkling cityhub that essentially already does this, it should be possible. I will have to wait until wildlands are better explained and modding is fully opened to see exactly what can be done. Still, a good idea I think.

Reply #4 Top

Man, the thought of all the mods in development & what they're bringin to tha table makes me nearly weep with joy.  I myself don't get into the modding side of things much, but I'll be spending hundreds (literally) of hours in tha workshop making maps.  I just hope the wildland options are plentiful - diplomacy possibilities (perhaps a couple different ones to choose from), set personalities & individual aggression levels, I know I would love an option to make them spawnable with different spawn rates, choose race from a list of all creatures in tha game (including massive summon mods & such), choose a leader type creature as tha ruler (body guards option would be nice too), perhaps a changeable patrol radius (for say hunters/gatherers: small wildland that sends out patrols to defend/hunt/pillage)