An idea over trade and "growing" with it.

Reinharted

Chieftain
Joined
Feb 4, 2006
Messages
2
Location
CA, US
(Yes, this is my first post ever and I just joined. But I had this idea come together from reading someone else's post that I just felt like I should share it as it might prove valuable for formulating other ideas. At the very least, hopefully someone will find it useful.)

Anyway, to the idea. Okay, I thought of a possible way to make trading goods even more beneficial to civilizations. It would involve rare/common resources being requirements to make other resources show, for example.

I know it doesn't sound spectacular now, but I came up with two examples to make it a little more...palatable.

Okay, say you have more than enough cattle resources but no wheat. But your friendly neighboring civilization just happens to have plenty of wheat. You're both in the modern era as well. So, you trade both your resources to get some small benefits from it. Well, how about an even bigger benefit if you have the right technology/building? (Process for most efficient implementation pending.) Say you could have a hamburger resource appear when you fulfill the requirements for it? It could have an added benefit to your health and commerce.

Easy, eh? Well, that's just one small scenario.
Same conditions only with different resources this time.

You have Herbs. Neighbor has clay. You both trade. You get...medical herbs which enables you to build a building that allows any units produced at the city it was built in to receive Medic I. Not bad I guess. A stretch though. (I was trying to think of a more strategic scenario for this. :confused: )

Anyway, I was thinking that this might be a useful idea for modders. It may not be that difficult to implement too, depending upon certain variables such as whether or not resources should appear or should it work like a wonder. Or even a civilization acquiring these resources and building itself up all by itself. (Of course, this could be balanced out possibly through making some key resources/ingredients even more rare.)
 
There are many buildings like that already; they dont have a requirement but building them without the required resources is useless; Grocer gives +1 happines from 3 resources, market +3 happiness from other 3 resources, Harbor gives extra health from another 3 resources, etc. In the end you can double the effect of almost every strategic resource. Plus, most of them gives something else, like +25% commerce or +50% trade route yeld, etc.

When i saw your topic, i thought you had found a way to make cities grow with commerce, not with food. I find stupid the fact that only rural cities with plenty of farms can grow! Im pretty sure New York, Tokyo, São Paulo, etc, cant support themselves; those cities are surrouded by smaller cities! (ie: cottages/town). In my opinion, someone should find a way to, when you click on the "avoid growth", the lost food would be send to other cities, so your largest ones could become big metropolis, and the rural cities would then not grown so much!
 
Brancaleone said:
In my opinion, someone should find a way to, when you click on the "avoid growth", the lost food would be send to other cities, so your largest ones could become big metropolis, and the rural cities would then not grown so much!

You could always get my HungryCities mod and build a unit that'll take that surplus food to another city.. ;)
 
Back
Top Bottom