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#1 |
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Lord of the Cheese Helmet
Join Date: Apr 2003
Location: Hiding from the Afro-Eurasians
Posts: 1,892
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IDEA: More Processed Goods
In general, goods are not taken nude from the wilderness and delivered to your home, or any home really. They generally go through a layer or two of processing before they are consumption ready.
Civ, and (more importantly) RFC do not really go into detail about this, and I (and most likely just I) feel like this is a weakness. Not a big one, obviously, but it is there. [Idea One] Fer instance, you could have a small wonder that requires iron or copper in the city radius that creates X units of Arms, which are the resource required for any armor wearing unit. Since there are multiple units of weaponry created, you could potentially engage in arms trading to nations not fortunate enough to be able to build their own armaments. Iron and Copper could also be required for forges to give their bonus to production. [Idea Two] Another area that receives little attention is the re-export market. Fer instance, if I play as India, I am usually one of the few powers that has early contact with China and Japan, meaning that I would be one of the few players who has access to Silk. If I were able to re-export, I could buy up all the Silk that these two countries produce, and then sell it to other nations for a profit.
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#2 |
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King
Join Date: Jul 2004
Location: FLORIDA
Posts: 696
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I agree most with the idea that you can acquire more than 1 or each resource through trade. That way you can export them again for a slim profit. I'm not sure if the AI could process this, but I for sure could!
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R.I.P. Great Civilizations of the Past |
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#3 |
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ITS Lead Artist
Join Date: Nov 2004
Location: San Isidro, Argentina.
Posts: 1,525
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It´s nice, but I think it´s out of the scope of this mod...
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#4 |
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Graulich
Join Date: Feb 2002
Location: Jerusalem, Israel
Posts: 3,079
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Actually I think we should discuss this a bit further and see if we can think of elegant solutions, since these are real issues. Vishaing?
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#5 |
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Deity
Join Date: Nov 2003
Location: Europe, more or less
Posts: 5,284
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(2) Why not? It really was like this and would be nice (but not a must) to have it in the mod.
Proposal one on the other hand is theoretically right, but we're on a totally different scale here. Keep in mind, we are talking about the entire human history, civilizations clashing. Of course there were arms trade, but mostly between smaller entities than entire nations (say the Austrians sell the Turks weapons...?). --> No thanks, I still want to be able to play my game without micromanaging way too much. mitsho |
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#6 |
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Biohazard
Join Date: May 2005
Location: The North
Posts: 3,080
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I like both ideas, I think selling things on for a profit could be handled pretty easily and if you made it so the every subsicuent one was slightly cheaper then you could rake in pretty easily...
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#7 |
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King
Join Date: Jul 2004
Location: FLORIDA
Posts: 696
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Plus it would give you more reason and opportunity to get rid of those extra resources that your civilization justs sits on.
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R.I.P. Great Civilizations of the Past |
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#8 |
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spanker of civilizations
Join Date: Aug 2006
Location: Flanders, Belgium
Posts: 808
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isn't there a MOD outthere that has a unit promotion 'copper' or 'iron' indication that a unit has been build by a civ with copper or iron. Iron gives a bonus against copper.That could be used for idea 1.
Like idea 2. Silk route in the game. I wanted to see this in CIV III. |
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#9 |
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Lord of the Cheese Helmet
Join Date: Apr 2003
Location: Hiding from the Afro-Eurasians
Posts: 1,892
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Yeah, the Ancient Mediterranean mod had promotions like that. I thought it was a great use of the stuff.
I'm looking for something a bit different. Fer instance, I drew up a whole tree of ways you could process meat while bored in my business class, from butchers in the early game to abattoirs in the late game. Odd work for us vegetarians =/ Essentially, I'd like it if the resources had no inherent effect and required processing to give you benefits. It isn't like your people derive the health benefit from cattle by petting them. As for (2), yeah, I just finished a nice little book called The Spice Route, which brought that into my head. Re-exporting is/was/always has been a major part of world history (Palmrya, Venice, UP, England), yet you cannot do it in Civ4. Teh lame!
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"You make me unleash my secret weapon: a little of the ol' butt action!" |
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#10 |
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Warlord
Join Date: Jun 2004
Location: Ulm, Germany
Posts: 115
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The concept that fabricated goods are more valuable than the resources needed in order to produce them is the whole idea behind craftsmenship/industrialisation.
We shouldn't forget that colonialism in the age of imperialism had the ecenomic basis that the colonies imported manufactured goods and exported raw materials. |
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#11 |
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spanker of civilizations
Join Date: Aug 2006
Location: Flanders, Belgium
Posts: 808
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Aeon, you should play sid meier's colonization. I would like to see that system in CIV V
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