Auctions & No Tech Brokering mechanics

The purpose of this thread is to determine if an auction diplomacy minigame will add to Elemental and its significance to the no tech brokering option plus very special items like artifact pieces or relics for sale.

 

For those of you who don't know what tech brokering is I'll explain and if you're not in this category then just skip to the next paragraph.  Tech brokering is a game setting to partially limit the spread of new technology by allowing/disallowing the rights to dispense any tech once it has already been traded to another.  For example, if I gave tech A to you then you could not give that tech to anyone else, nor could I do the same once traded.  The value of a technology is increased due to scarcity and the AI should reflect that.

 

Listed below are the idea bullet points for auctions:

Private or public auctions could save a lot of hassle over clicking 12 leader heads to find out who makes the best offer.

Players could get advance notice to give them some time to race for hoarding resources like gold.  May give financial leaders some fuel alongside diplomatic ones.

Could be a campaign event.

One time bid auctions will add an unknown factor and tension.  Should you offer the minimal bid and hope no one else is playing or should you double it to ensure successfully outbidding anyone else?  Did an enemy win the auction or an ally?

Blind auctions (unknown item submission), if you played the junk merchant in Diablo 2 you know what I'm talking about.

Auctions are both fun and fierce. }:)

8,981 views 13 replies
Reply #1 Top

I think this would work well for created items, resources, and even spells.

Actual civilization techs, since teching in the medieval time period tended to be more incremental and based on development than hinging on any single invention, I would like to see in the not traded category.

Reply #2 Top

Items:

another thought about the blind auctions... maybe each person can submit an item for the auction to get it started, and new items are generated as the first are sold around the power level of the average item... so you could try to sell worthless/cursed junk but then you would only find worthless junk generated to mix with your worthless junk...

 

NPCs bid for items?

Loot captured by NPCs put up for auction?

 

Techs:

I'd like the bidding to happen this way for the fight over who else gets 'deathbows'... but I would rather a sword of the stars style tech trading, you gain the option of researching/funding 'strange new thingy' over a few turns... to allow you to research 'new thingy' (making it now green rather than red or non-existent or if it was already green you could gain it instantly) so there's still a set gap between the trade and you having deathbows, unless you would have been able to research them anyway next turn.

Reply #3 Top

I would like bidding for mercenaries. They offer themselves to the players and you would have a certain number of turns to make a blind bit for their services. Their services could be limited to 50 turns or something. This could vary.

In other words. A high bid is paying to become mighty in short term in order to achieve a quick goal. Like attacking some creature that will ensure casualties, attacking thy neighbour and such. :grin:

Reply #4 Top

Quoting joasoze, reply 3
I would like bidding for mercenaries. They offer themselves to the players and you would have a certain number of turns to make a blind bit for their services. Their services could be limited to 50 turns or something. This could vary.
End of joasoze's quote

Sounds good to me. :thumbsup:

Reply #5 Top

Absolutely.  For mercenaries though you need to have a relationship with a specially created "mercenary faction."  That should mitigate the exploit of "using up" mercenaries.  Hiring mercenaries a lot and paying them on time will increase your relationship with this "faction" over time, making it cheaper and easier to recruit mercenaries, while getting companies slaughtered, or failure to pay, will lower your relationship, making existing companies in your employ likely to mutiny, and making it more expensive and difficult to hire mercenary bands.

Reply #6 Top

Do you mean mercs as in heros or normal soldiers?

Reply #7 Top

Mercenary companies.  Those should be comprised primarily of normal soldiers, possibly led by a champion.  Although bands of champions who fall into the specifically mercenary category could also have an allegience to this faction.

Reply #8 Top

slightly off topic from auctions... but with mercs... should you buy them, a group of troops you use like normal troops or fodder... or should you buy the ability to use them? Say if you win the bid you can summon them 3 times, you select where you want them and they go there for 10 turns... so instead of just getting free troops you get to send troops where they're needed for quick boosts to defence or attack. To avoid using them as fodder, maybe you have a cost to hire and a life insurance cost, so you pay for each troop that dies, a small amount but something to make you think twice about just throwing them against the enemy all the time.

(reading starcraft 2 campaign you can hire mercs, upgraded from normal troops with no build time for instant boosts... I just think they need a time limit with some deterent to stop you using them as fodder... maybe you can only summon or hire them again if the controlling NPC of the group survives? either that or increased costs for use as suicide squads)

Reply #9 Top

Personally I think faction relations are the way to go, with mercenaries being a ghost faction.  You kill off a lot of mercenaries, their up front costs (signing bonus) will be substantially higher as your relations with the "faction" go down.  Why insert artificial costs when you can simply model how well you treat mercenaries with an easily quantifiable relationship rating with the mercenary "faction"?

Reply #10 Top

I think faction relations could work... I was just thinking that you would need multiple merc factions that way... at least a fallen/kingdom one... or you would be able to hire trogs if you previously bought several angel defenders... if you split it into multiple ones then you could probably get away with hiring from each and using them all as suicide squads (and you would barely increase the costs with the more different factions). I suppose you could lower trust with all merc factions if you kill them within a few turns of the contract expiring... and only gain trust with the faction you buy from.

Reply #11 Top

Perhaps if we applied these idea to the in game Bandits, it would make things easier to implement. You could hire Bandits and use them as your Merc force. 

 

Reply #12 Top

Quoting Dr, reply 10
I think faction relations could work... I was just thinking that you would need multiple merc factions that way... at least a fallen/kingdom one... or you would be able to hire trogs if you previously bought several angel defenders... if you split it into multiple ones then you could probably get away with hiring from each and using them all as suicide squads (and you would barely increase the costs with the more different factions). I suppose you could lower trust with all merc factions if you kill them within a few turns of the contract expiring... and only gain trust with the faction you buy from.
End of Dr's quote

I don't see why multiple factions would be necessary.  Mercenaries would all be in it for the money, with the goal being to make as much of it as possible without getting killed.  Your faction relation with mercenaries will simply be a metric to judge how good you are at paying your mercenaries on time and not getting them killed in excessive numbers.  A Trog mercenary commander who just watched you massacre your 1500 human mercenaries or failing to pay your mercenary archers is probably going to either refuse to accept your bid, or require a much higher price, regardless of the race of the other mercenaries you hired.  Simple self-interest should dictate behavior regardless of race or affiliation.

Reply #13 Top

Self interest using a general merc relations wouldn't work well in a situation with 2 or more races... Trogs and ironeers, you use the short and dwarfy troops for defence and the trogs for attack runs... the end result being all your ironeers are fine but you always kill all your trogs... with a split you would lose trust with trogs but gain trust with ironeers... without it you'd just be neutral to both, even though the trogs haven't left your service alive while your dwarves have never had any trouble and just have a cushy job sitting around in defence of your keeps