Resources and Secondary Resources

The thing about restricting manufacturing buildings is precisely to force you to actually trade your resources in order to get them all. It is also a realistic approach to how economy works in real life: no single country can produce everything, hence why we humans have been trading since the dawn of mankind and why countries tends to specialize in producing certain goods, and why "wide civs" such as Russia or lot of African countries can only gain a competitive advantage at providing raw materials rather than manufactured goods.

What about this?
For every 16 population empire-wide, one manufacturing building can be built empire-wide.
For every 8 population in a city, one manufacturing building can be built in that city, provided it does not exceed the empire-wide limit.

Small, Tradition-based empires will be able to build a good number of MBs thanks to having high population in a small number of cities, while large, Liberty-based empires may have a more difficult time of it, being focused on quantity over quality of cities as they are.

The real-life U.S.S.R. may have had the most cities of any empire to date, but without a population to match, it couldn't possibly become a trade-goods giant.
 
Just one note:
I think these "mercantile buildings" should simply be upgrades for buildings that a player already has. Otherwise it's just more gold maintenance for buildings that already serve a similar purpose.
Obviously a granary can be upgraded to a brewery (or a bakery?), forge to steel mill, factory to chemical plant, opera house to studio, etc.
 
What about this?
For every 16 population empire-wide, one manufacturing building can be built empire-wide.
For every 8 population in a city, one manufacturing building can be built in that city, provided it does not exceed the empire-wide limit.

Small, Tradition-based empires will be able to build a good number of MBs thanks to having high population in a small number of cities, while large, Liberty-based empires may have a more difficult time of it, being focused on quantity over quality of cities as they are.

The real-life U.S.S.R. may have had the most cities of any empire to date, but without a population to match, it couldn't possibly become a trade-goods giant.

Yes, this is a great idea! :D that being said, this could be complemented with certain wonders / social policies could help contributing to it: adopting the commerce SP would give your civ one extra manufacturing building, and great merchant's special improvement could grant one extra manufacturing building to the city where it is located.
 
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