It's understandable to an extent as they don't want to over complicate things. They're after the kind of people who prefer checkers over chess. I think it's just a matter of making chess more presentable to those checkers players and eliminating some of the frustrating aspects, but that takes great vision and there is a huge chance that it could backfire.
It's gotten better over the years though. It's just, like you said, diplomacy and trade that needs a major update. Not necessarily more complex but there needs to be more avenues of approach in terms of gameplay.
Yes I totally agree there were more important trade routes than only Grain, Silk or Incense- tin and lead from Britain/Ireland is the most famous of the northern routes but salt, furs, iron weapons, horses, and slaves were also major commodities which traveled along the rivers of Europe.
Trade stops/nodes would simply be reflections of the more important trade centers and could shift through time as they did historically. Also having several stop along a trade route with a central location getting large bonus but also smaller bonus in a wider radius reflect how trade routes actually benefited more than single goods traded could ever show. Merchants or other agents or even investments in far off trade nodes skip all the middlemen that made being on a trade route so important. Its as if the trade goods are teleported from the origination to the final destination with only those 2 places benefiting whereas realistically everyone involved along the way got a piece of the action of goods/coins flowing either direction.
So Incense route starting in Horn of Africa would have the first stop somewhere in Arabia or along Red Sea most likely but all the cities in that geographical region could compete for it. Then a city in Egypt or the Levant would be the next stop, then N Anatolia, Balkans, Italy, or N Africa, final stop might be Gaul, Germania, or Hispania- as the trade route goes further away the number of regions which might compete for the final stop increases. Similarly a trade route of tin/lead from Britain might have first stop Gaul or Hispania, then N Africa or Italy, and finally Egypt, Levant, Anatolia, Greece, Arabia. A more northern version of such a route might start in Germania and then Italy, Dalmatia, and next steppes, Crimea, Persia... etc. There would only need to be probably 4 major routes- 2 east, 2 west and with several stops along the way and paths splitting and geographical areas than can compete for the trade stops following actual geographic features (rivers, seas, basins, etc).
I'd say probably we could make these routes;
West to East- Metals, Furs/Leather
East to West- Spices/Incense, Silk/Textiles/Dyes
Those would be the major routes, trade goods like horses, slaves, etc would be local.
I left out grain because that depends alot on how food is represented in the game.
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1390 SS submod WIP
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Great idea, but too complicated for CA's target audience.
All you have to do is to decide what to do with the time given to you.
paradox and CA have merged!
lo, it would be close to the perfect game if they did.
This is not a complicated feature at all. It all goes down to having the most developed city in a region if you so wish. You don't even have to care about the Trade Route at all if you are not interested in economy. You can do just fine the old school way by just declaring war on everyone. This just adds another dimension for those who are into trading and I dare to say that it will greatly improve the replay-value. R2 has announced that they will base the game upon regions, and this feature is all about regions so it should't be too much work to implement this. The Secondary Trade Route which i presented in the second preview is not a new feature at all. Secondary Trade Route works just like Local Trading, and nothing else than that. It's also historical accurate enough for everyone to be happy, both the historians and the gamers.
I like your feature although I dont see how it is massively better over trade routes ?
Please explain to me how this might work for grain imports from Sicily and Egypt ,considering med pirates.
R
oOo
Rome 2 refugee ...
oOo
The local trade routes between factions are still there, just like it has always been. But this feature aims to depict bigger trade routes like The Silk Road and The Incense Road. Those are two big trading chains that transported very valuable goods. Its those BIG trade routes that applies to this feature.
I don't know really what you want me to explain for you. The grain trade wasn't part of a great Trading Chain just like silk and incense was. Grain was a deal between two factions. If you lack grain in your nation you should like you've always done open a trade agreement with a nation that has alot of grain and a local trade route will be set.
This feature is only for foreign trade, or longer trading chains. Local trading routes are NOT replaced and still in the game.
Just to clearfy this once again. This Feature is ONLY replacing the Trade Nodes that have been used in E:TW, N:TW and S:TW.
How Do we get CA's attetion with all this? Should we put all the correct things in a Big pdf or somerhing and send it to them?![]()
I have no idea- honestly I'd be amazed if anyone from CA would bother to read it and honestly it is probably too late for inclusion into RTW2 but if they did MTW3 next or something and used it that would be great.
Depending on modding tools made available the best way would be to create this type of trade route as near as possible in a popular RTW2 mod and then maybe CA might notice.
Be nice to think it could be included in RTW2 but...
STAINLESS STEEL Historical Improvement Project (SSHIP) - v0.8.2 Beta released!
Recent AARs/Guides
Norway 180 turn SS/BGR AAR- http://www.twcenter.net/forums/showt...71#post8479471
Lithuania SS/BGR AAR- http://www.twcenter.net/forums/showthread.php?t=369607
1390 SS submod WIP
http://www.twcenter.net/forums/showthread.php?t=479539
Your presentation is excellent so i would put it together, with many pictures, as PDF and send it CA via Email.
But don't get your hopes up, if the past is any guide, players have given great ideas that have not been used. Game designers seem to have their own ideas and are limited by time constraints etc For example, few people wanted a tech tree yet we got it.
R
oOo
Rome 2 refugee ...
oOo
How about registering on their official forum and present your idea there?
They have even created a thread for new ideas. Just try to make your idea as simple as possible so it can add to the gameplay but will not discourage or scare the casual players.
http://forums.totalwar.com/showthrea...r-(competition)
edit: and then you could post your idea once again in the normal Rome2-forum, to get even more attention.
It is a great idea that can make the game more complex for players interested in it, but when someone not wants to care about it (cause he earns enough money otherwise) he has not to bother with it.
http://forums.totalwar.com/forumdisp...al-War-Rome-II
Yeah, I see these brainstorming sessions as pre-pre-pre-Alpha mod planning, mostly. The ideas don't have to go to waste just because CA might not read them/take action on them.
"I've snapped and plotted all my life. There's no other way to be alive, king, and fifty all at once." - Henry II, The Lion in Winter
I'm thinking of printing an A1 and send it to CAs' Office. im really optimistic about this. I think the approach with regions they are making Will be able to handle this.
I was once an Angel of Total War Heaven, but gave up my wings for a life on the sea of battle.
Sincerely in terms of coding this shouldnt be hard to implement, and since that you are still going to try to build everything you can in certain cities, for the player this is kind of an easy grasp, build more things = more money. The problem would be the AI to go for it, however due to the AI going for the trade nodes, they could apply parts of the code to that.
I want to crumble my enemies economy!
The very ugly forgive, but beauty is essential - Vinicius de Moraes