Hi Yoav:
Yep, that's the way it works right now. It is one of the things F_Smith convinced me to try for good or ill.
The basic logic is that infrastructure needs to be associated with a square since territory can change hands by square. And if you need the infrastructure there, might as well do the production that way too. Another advantage is that players can't play games with province size to make the economy work better just by moving lines on the map. They could do that if all goods were distributed throughout the province for free.
Playtesting will tell if there are problems with the current approach. But don't worry, the player really doesn't need to do anything active to make trade work. Just not tax it so heavily that it disappears. Since the square-level economy is already coded, I'm not changing it until problems are found with the way its done now.
Too many other things to do!
Yep, that's the way it works right now. It is one of the things F_Smith convinced me to try for good or ill.
![Wink](https://apolyton.net/core/images/smilies/wink.gif)
Playtesting will tell if there are problems with the current approach. But don't worry, the player really doesn't need to do anything active to make trade work. Just not tax it so heavily that it disappears. Since the square-level economy is already coded, I'm not changing it until problems are found with the way its done now.
![Smile](https://apolyton.net/core/images/smilies/smile.gif)
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