We chatted with Ron Hiller, the lead programmer of Manifest Destiny
[Kwang] are "caravans" required
to start a trade route?
[Ron_] Not really.
At the first level of automation (where you have to set trade routes manually),
you just tell the cities to start trading. A trade route will be
set up (if possible) and trading will begin
[Ron_] Caravans will then
start travelling those routes...
[Kwang] did yall get any
trade system ideas from sid meier's colonization. that game had an excellent
trade system
[Ron_] Well, if we did,
it was subconcously. It's been a lot of years since I played that
game, and I only very vaugly remember it :)...
[Ron_] Maybe I'll have to
pull it out again and see what they did :)
[Kwang] i see. since these
caravans will travel across the map, they will be vulnerable, right?
[Ron_] Absolutely
[Ron_] Caravans will be
a major military target, would be my guess
[Kwang] but in the future
wouldn't almost all trade be conducted thru airplanes making attack impossible?
[Kwang] or nearly impossible?
[Ron_] Sure. They
won't always be actual "caravans". Transport units might be a better
term
[Ron_] ...
[Kwang] will the enemy still
be able to raid/hijack these? or will it just have a decreased chance or
success?
[Ron_] In fact, we've been
throwing around the idea of making transport units custamizable as well,
similar to military units
[Ron_] If they have the
means, sure. A flying transport would be vulnerable to fighter jets,
for example
[Ron_] ...
[Kwang] in the future, many
trade routes will be established. so would this make the map too crowded?
[Ron_] We hope not.
We're going to have a toggle button on the main map to turn off the trade
routes, if it gets too complicated
---Disconnected---
[Ron_] Yes, exactly.
They will be the lines between cities showing the shortest route possible
going through friendly territory...
---New Log Started---
[Kwang] i suppose before
seafaring is invented, trade routes are thru land only, and after it's
invented thru sea as well
[Ron_] Through sea's is
just a bit different. Sea routes will always have to be manually
set
[Kwang] why? will air routes
always have to be set this way?
[Ron_] This is due to the
fact that computer generated trade routes only go through territory controlled
by your cities
[Ron_] If there is a gap
in the controlled areas, you'll have to set it manually, and that includes
through sea
[Ron_] This allows for embargos,
sieges, and such
[Ron_] ...
[Kwang] can sea be claimed
as territory? or are all sea "international waters"
[Ron_] Air routes we haven't
decided about yet :)
[Ron_] No, sea tiles cannot
be claimed by cites
[Ron_] With one exception,
if your race class is amphibian, it can claim sea tiles near land
[Ron_] ...
[MarkG] Ampibian???
[Ron_] Yes, one of the race
choices when designing your race is what taxonomic class to make it
[Ron_] Amphibia, Aves, mammillia,
etc. Each class has it's own set of advantages and disadvantages
[Ron_] Amphibs ability to
claim sea tiles is one of their advantages...
[MarkG] Should I get a biology
book? :)
[Ron_] hehe
[DanQ] A question from lumpkin:
will the AI have any need to build trade centers?
[Ron_] The AI as in the
Computer opponents?
[Kwang] yes
[Ron_] Yes. the Computer
players will operate under the exact same rules as the players. No
cheating for this game...
[Kwang] but will they take
advantage of all improvement/units/etc?
[Ron_] Sure
[Ron_] Of course, we're
going to have to give them units to use (once they've researched the components)
[Ron_] Computers are notoriously
bad at designing their own units,hehe
[Ron_] ...
[Kwang] in civ2 all units
were built from "shields". will md require "shields" along with special
resources? eg, nukes require 160 shields and 10 uranium.
[Ron_] No, all units will
be built from resources only...
[Kwang] how will supply
and demand be created? randomly?
[Ron_] The availability
of raw resource material, you mean?
[Kwang] yes
[Ron_] Partially randomly,
yes. But also within the bounds of the terrain. You won't find
much wood at a polar ice cap, for instance
[Ron_] ...
[Kwang] will different resources
generate higher money? eg, gold vs wood
[Ron_] Yes. Of course,
money is a concept which must be discovered, but once it is, you can sell
off excess resources to other players...
[Kwang] like civ2, will
the further away, the more money. and the bigger participating cities,
the more money?
[Kwang] the further the
cities are apart
[Ron_] No. Trade (money
or otherwise) is determined by the players. Basically, "I'll trade
you 50 wood for 20 gold", and the other player could accept or decline
or counteroffer...
[Kwang] annoy_mouse asks:
"What can I do with wood if I buy it? Is it different from coal or iron?"
[Ron_] Yes. Different
city improvement structures use different resources, in different amounts
[Ron_] Same is true with
units (depending on what components you place on them)
[Ron_] For example, an archer
might cost a certain amount of wood and gold
[Kwang] this is a lot like
colonization
[Ron_] A rifleman would
require a certain amount of money and iron
[MarkG] tihs reminds me
of warcraft.... :)
[Kwang] so a nuke will require
uranium after all.
[Ron_] Hehe, I'll have to
change my sig line :)
[Ron_] yep
[Kwang] ok. last call for
questions about trade/diplomacy
[Kwang] annoy_mouse asks:
"Will complex units require a complex mix of resources?"
[MarkG] after that, I'll
move on to a couple last questions from me and then we will go to unmoderated
mode...
[Ron_] Yes. Wait till
you see the resourse requirements for Mech templates, hehe
[Kwang] and with that, i'll
turn the discussion over to markos
[MarkG] Ok, I think we haven't
discussed the types of goverments
[MarkG] so, what kind of
goverments are you going to have?
[Ron_] No we haven't.
This is still quite a bit up in the air
[MarkG] oh ok.... do you
think that you will have more from civ2?
[Ron_] Personally, I'm leaning
to none at all. the player, as ruler, has complete control over all
aspects of their empire
[Ron_] Another team member
is pushing for distinct government types
[Ron_] I don't yet know
which way we're going to fall...
[MarkG] maybe something
like the way you build your race....
[MarkG] anyway, I also wanted
to ask about the technologies
[Ron_] hmmm, a government
type created by the player? Has possibilities...
[Ron_] Okay
[MarkG] how many technologies
do you have?
[Ron_] I'm not sure, I've
lost count, hehe
[MarkG] what kind of future
technoliges do you have?