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Trading - Influence Points Usage - Current System Is Broken?

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10 years ago
Oct 23, 2015, 9:29:26 PM
Hello Folks,



Perhaps my game mechanics ignorance is showing here, but, it appears that the trading system using Influence Points is broken.



When you initiate a trade with someone/AI, you spend Influence Points to do so. Yet, the other person/AI, who is mutually benefiting from the trade does not spend any Influence Points. This means this a broken trading system. Why would I trade with you at all, knowing that I am spending Influence Points and you aren't, but yet we both benefit from the trade? You'll be free to use those Influence Points you should have also equally spent on the trade, for other things, like on the Empire Plan.



The solution: Stop Trading.



Now, I do agree that you want to have the "trade" initiator use Influence Points when you want the other party to participate in a war on your behalf/with you. Sure, that makes sense.



But, otherwise, skip using the Trading System.



This topic might have been beaten to death, and all know the system is broken and needs to get fixed...Or, I am missing something big.But I do know that the other side pays nothing for mutually beneficial trades...which is wrong.





Regards,



Marc
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10 years ago
Oct 27, 2015, 10:40:45 AM
If you are putting any effort into diplomacy or influence generation the cost is trivial. Think of it as if you are using your influence to set up the trade, to get the other party in the room and willing to sit down and look at what you have to offer. It's not meant to be a currency, or a cost, it's more like you putting your good name to use, but if you use it too much people don't hold that name as highly.



I am guessing you don't have any of your population on influence, you might have even forgotten that was an option, I've been there. The base influence generation for district tiles is ridiculously low, if you are relying on that alone, then yes you should probably avoid trading.
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10 years ago
Oct 27, 2015, 10:56:47 AM
Diplomacy victory is based on the amount of influence you spend through diplomatic trade, so you´re benefiting twice from spending it. If you don´t have diplomacy in mind, then yes, avoid diplomatic trade.
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10 years ago
Oct 28, 2015, 3:12:52 AM
Hello Folks,



Thanks for your replies...



Yes, I am aware of the use of the influence points and the diplo victory condition.



Your comments further convince me that the trading, or I should say the "manually active trading" system, is broken. When I trade resources, techs or whatever with you, it's so we can mutually benefit, and this trading mutually enhances our gameplay. The minute I say "mutual" means that the cost for that trade action(s) should also be mutual (or get rid of the cost).



Knowing that it's meant to be uneven means that folks shy away from a system that could otherwise enhance/be mutually beneficial to both parties involved.



I am sure the Developers can find a way to have a diplo victory condition without interfering with this rich, manually activated trading system/venue.



Regards,



Marc
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10 years ago
Oct 28, 2015, 11:43:21 AM
johnyoga wrote:


Your comments further convince me that the trading, or I should say the "manually active trading" system, is broken. When I trade resources, techs or whatever with you, it's so we can mutually benefit, and this trading mutually enhances our gameplay.




In fact, since there is no co-op victory, there are no actual mutual actions. You trade because you´re seeking an advantage, and you only give away whatever you don´t need, and preferably whatever your competitor also doesn´t need that much. In that sense, the Influence cost for diplomatic trade makes much more sense than no cost, like it is in most games.
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