What are Trade Goods?
Inspired by the idea to introduce a real quantified bonus resource system into BtS, trade goods are a further expansion on top of bonus resources that shall allow buildings and improvements to transform combinations of yields, bonus resources and other trade goods into more sophisticated products.
The things I already have working include:
Application ideas
Possible ideas for actually using a quantified goods system I have include:
Inspired by the idea to introduce a real quantified bonus resource system into BtS, trade goods are a further expansion on top of bonus resources that shall allow buildings and improvements to transform combinations of yields, bonus resources and other trade goods into more sophisticated products.
The things I already have working include:
- A quantified bonus resource system: Bonus resources produce a random amount of output per turn, and can be either regenerative or limited.
- Stockpiles for yields, commerces, bonus resources and trade goods: Each city now stores each of these on a storage stockpile from where you can substract amounts of them to use.
- Info classes for trade goods: You can model "production chains", e. g. copper and tin boni become bronze, iron and coal become steel.
- Attaching trade goods to buildings: Buildings can consume input yields/boni/trade goods and transform them to new trade goods, amounts are adaptable.
- Production requirements for units: You can set units to require certain amounts of arbitrary trade goods to be trained.
Application ideas
Possible ideas for actually using a quantified goods system I have include:
- Optional unit equipment: In addition to required goods you need to train a unit, you can equip it with optional items. Those would grant the units free extra promotions (Example: Equip a warrior unit with bronze weapons, and it would gain the "Shock" promotion).
- Unit maintenance: Units consume food/fuel per turn
- City maintenance: You need to provide food, luxuries etc. per population point. Also, attach food/happiness/health points to trade goods. You'd need to have X units of wheat or rice to provide 1 food yield in a city, for example.
- Building construction requirements: As for units, buildings could require certain trade goods for being constructed and maintained.