Hydromancerx
C2C Modder
Re-Posting it here for brainstorming ...
Since I post this i have though about it more and I may not even need so many buildings. Perhaps the Fake Resource Buildings and/or Crafting Buildings can be made to produce "Fake Goods". Note the fake goods would be un-buildable buildings that only come from other buildings and are spread to every city in your empire.
For example the "Sheering Barn" could give free "Wool" buildings to every city in your nation and thus allow you yo own a "Fake Good". Sadly fake goods cannot be traded but at least its a start to go beyond the resource limit.
Facing the realization that we cannot add anymore resources I was thinking perhaps "fake goods" should be applied to supplement my "fake resources". "Fake Goods" would be 2 connected buildings. The first building is linked to a "fake resource" and only can be built in the city with that "resource fake" building built. The other building is given to all cities by the first building. This simulations a resources being spread across your nation like a normal resource would.
While temping to make one for every single "fake resource" I think these should be strategic and used sparely so not to lessen the rarity of "bonus resources". And example would be ...
Resource in City Vicinity -> Fake Resource Building -> Crafting Building -> Building Spreading Building ("Building X" spread to all cities) -> Building Who Requires "Building X"
I hope all that is clear and not too confusing.
Since I post this i have though about it more and I may not even need so many buildings. Perhaps the Fake Resource Buildings and/or Crafting Buildings can be made to produce "Fake Goods". Note the fake goods would be un-buildable buildings that only come from other buildings and are spread to every city in your empire.
For example the "Sheering Barn" could give free "Wool" buildings to every city in your nation and thus allow you yo own a "Fake Good". Sadly fake goods cannot be traded but at least its a start to go beyond the resource limit.