Ok trade goods. You figure it was only a matter of time before I get you guys started thinking about what are going to have as far as trade goods...
To begin with, there are materials.
Iron
copper
silver
gold
wood
leather
lead
aluminum
helium
These and others would become available once the necessary technology is discovered to smelt them. This is handled by a materials by materials basis. However, once your civ develops atomic theory, you can compile an atomic chart, or, Periodic Table. Periodic elements (in game terms) are non major elements that are used in industrial use, but either too scarce or too unimportant to be used in game terms (like francium). Therefore At this point, others would be called the resource named "Periodic elements" or you could just call them "other." Construction resource cost on many modern equipment would require the "other" materials we're talking about, which would render automated-hover-tanks and SkyMechs out of the question for primitive civs regardless of how many shields they're producing (not that we're using shields.)
Other trade goods, food
Mostly this goes on within the confines of your empire. Vast agrarian areas like to pass excess food on to major urban sites. You can, however, buy or sell or trade or steal or give food to or from other civs. Price should be negotiated between the two.
Specialty items
As stated earlier, these items start as being unique to the origional civ. They can go to other civs, but you would always enjoy a revenue bonus because of authenticity. Listed here are some default trade specialty items, but we should leave this in a .txt file so the player can tweak them as needed.
Trinkets
Gizmos
Widgets
Doodads
Items
Thingys
Whatsits
Y'all expand on these ideas if you like
To begin with, there are materials.
Iron
copper
silver
gold
wood
leather
lead
aluminum
helium
These and others would become available once the necessary technology is discovered to smelt them. This is handled by a materials by materials basis. However, once your civ develops atomic theory, you can compile an atomic chart, or, Periodic Table. Periodic elements (in game terms) are non major elements that are used in industrial use, but either too scarce or too unimportant to be used in game terms (like francium). Therefore At this point, others would be called the resource named "Periodic elements" or you could just call them "other." Construction resource cost on many modern equipment would require the "other" materials we're talking about, which would render automated-hover-tanks and SkyMechs out of the question for primitive civs regardless of how many shields they're producing (not that we're using shields.)
Other trade goods, food
Mostly this goes on within the confines of your empire. Vast agrarian areas like to pass excess food on to major urban sites. You can, however, buy or sell or trade or steal or give food to or from other civs. Price should be negotiated between the two.
Specialty items
As stated earlier, these items start as being unique to the origional civ. They can go to other civs, but you would always enjoy a revenue bonus because of authenticity. Listed here are some default trade specialty items, but we should leave this in a .txt file so the player can tweak them as needed.
Trinkets
Gizmos
Widgets
Doodads
Items
Thingys
Whatsits
Y'all expand on these ideas if you like
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