Zorloc:
In your example, Tin + Copper would be Resources.
Resources would be map/terrain icons, or implicit in certain advances. For instance, if your Civ has Domestication and you're in temperate or high latitude climate, you can assume sheep and goats and you get the Resource Wool.
Turning Resources into 'Primary' (L1?) Manufactured Goods requires the application of Labor + Skill. The Skill is represented by an Advance, such as Bronze Working. Add an Application of Bronze Weapons to that, or perhaps make that Application implicit (depends on how detailed and extensive we want the Tech Tree to be) and the Primary Good can be turned into a Finished Good (L2?) like Swords, Shields, or Plowshares...
I thoroughly agree, the Finished Goods are or should be the source of the big trade bucks. To use an example I used elsewhere in these Threads already, Holland and England financed their commercial and diplomatic expansion in the 15th to 17th centuries on the wool cloth trade: turning Resource:Wool into Cloth using Factories (non-steam powered, but still impressive concentrations of Labor) to make and sell it cheaper than anyone else. That was the epitome of the L1 Manufactured Good bringing in the big bucks.
Later in the Industrial Revolution's beginning, England could crank out iron manufactured goods like stoves, weapons, etc or printed cloth in cheap quantities: L2 goods that commanded enough money that she singlehandedly financed the rest of the Europe fighting Napoleon for 20 years!
In the modern era, though, the Even Bigger Bucks all come from Complex Finished Goods: consumer electronics, automobiles, (Requiring, say, resource: Iron & Coal, multiple Advances like Production Line, Electronics, Automobile, and Trained Labor) and Service Goods (L3?) which require no resources at all, just intensive and well-trained Labor and Advances: Software, Information, and (Electronic) Entertainment.
This indicates that perhaps we can divide Trade and Trade Income Levels into 4 categories:
Resources price based on scarcity and need only, available from Terrain Icons or some basic Advances (Domestication, etc)
Goods Resources converted directly into products with relatively simple Labor: Bronze, Cloth, Wrought Iron
Products Resources and Goods converted with Labor enhanced by knowledge (Advances): Bronze Swords, Iron Cannon, Clothing, Automobiles, Consumer Electronics
Services Highly trained Labor coupled with Advances (specialized know-how) to produce items required for Special Effects: Software to make computers work, Entertainment to keep populations Happy, Information to make economies (stock markets) run, etc.
Each successive 'layer' of Trade items would be worth a jump in price: possibly 2 Resource for 1 Good, 2 Goods for 1 Product, 2 Products for 1 service, or some variant of those numbers...
In your example, Tin + Copper would be Resources.
Resources would be map/terrain icons, or implicit in certain advances. For instance, if your Civ has Domestication and you're in temperate or high latitude climate, you can assume sheep and goats and you get the Resource Wool.
Turning Resources into 'Primary' (L1?) Manufactured Goods requires the application of Labor + Skill. The Skill is represented by an Advance, such as Bronze Working. Add an Application of Bronze Weapons to that, or perhaps make that Application implicit (depends on how detailed and extensive we want the Tech Tree to be) and the Primary Good can be turned into a Finished Good (L2?) like Swords, Shields, or Plowshares...
I thoroughly agree, the Finished Goods are or should be the source of the big trade bucks. To use an example I used elsewhere in these Threads already, Holland and England financed their commercial and diplomatic expansion in the 15th to 17th centuries on the wool cloth trade: turning Resource:Wool into Cloth using Factories (non-steam powered, but still impressive concentrations of Labor) to make and sell it cheaper than anyone else. That was the epitome of the L1 Manufactured Good bringing in the big bucks.
Later in the Industrial Revolution's beginning, England could crank out iron manufactured goods like stoves, weapons, etc or printed cloth in cheap quantities: L2 goods that commanded enough money that she singlehandedly financed the rest of the Europe fighting Napoleon for 20 years!
In the modern era, though, the Even Bigger Bucks all come from Complex Finished Goods: consumer electronics, automobiles, (Requiring, say, resource: Iron & Coal, multiple Advances like Production Line, Electronics, Automobile, and Trained Labor) and Service Goods (L3?) which require no resources at all, just intensive and well-trained Labor and Advances: Software, Information, and (Electronic) Entertainment.
This indicates that perhaps we can divide Trade and Trade Income Levels into 4 categories:
Resources price based on scarcity and need only, available from Terrain Icons or some basic Advances (Domestication, etc)
Goods Resources converted directly into products with relatively simple Labor: Bronze, Cloth, Wrought Iron
Products Resources and Goods converted with Labor enhanced by knowledge (Advances): Bronze Swords, Iron Cannon, Clothing, Automobiles, Consumer Electronics
Services Highly trained Labor coupled with Advances (specialized know-how) to produce items required for Special Effects: Software to make computers work, Entertainment to keep populations Happy, Information to make economies (stock markets) run, etc.
Each successive 'layer' of Trade items would be worth a jump in price: possibly 2 Resource for 1 Good, 2 Goods for 1 Product, 2 Products for 1 service, or some variant of those numbers...
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