Trade Goods is a fine example of this. Without any profit in transporting them from Europe to sell to the Indians, they are a completely pointless item, and cannot be produced locally.
I agree, what is the purpose of Trade Goods?
Trade Goods is a fine example of this. Without any profit in transporting them from Europe to sell to the Indians, they are a completely pointless item, and cannot be produced locally.
It's also an economic simulator. Transport of foreign goods across an ocean to a people without the technology or means to produce them themselves is what is known as "Value Added". I should be justly compensated as the middleman.
Trade Goods is a fine example of this. Without any profit in transporting them from Europe to sell to the Indians, they are a completely pointless item, and cannot be produced locally.
And the reason you would sell from Europe to the Natives, especially early on, would be to make money, since you are highly unlikely to be pumping out much in the way of high-demand salable goods.
In other words, you absolutely should be offered more from the Natives than what you paid in Europe.
That was deliberately taken out very early on, though for the life of me the reason escapes me.
Build times are just too high for the game... some buildings take 50 to 100 turns , in a game of just 300 turns that seems ridiculous.. Cutting all of them by a minimum of 25% would be a good start..
Trade goods I suppose would also qualify (along with horses and guns), I've never used them to a profit and honestly have no idea why they're in the game. But finished goods (rum, cigars, etc.) most definitely should not generally be able to be sold for a profit when bought from europe.
In any event, this is DEFINITELY not a bug, and should be addressed in a separate mod by whomever cares about this issue. It is working as designed, regardless of whether you feel it should work this way or not.
* "Not Enough Tools Bug PART #2" - The only possible way to not lose your hammers on the building you want to have build, is to "Examine City" and then exit back out, where the option to build the Lumber Mill, or whatever, reappears with a 1-turn completion time beside it. You have to do this over and over and over, every turn, until you have enough tools to complete it. This is very annoying.
Trade goods I suppose would also qualify (along with horses and guns), I've never used them to a profit and honestly have no idea why they're in the game. But finished goods (rum, cigars, etc.) most definitely should not generally be able to be sold for a profit when bought from europe.
In any event, this is DEFINITELY not a bug, and should be addressed in a separate mod by whomever cares about this issue. It is working as designed, regardless of whether you feel it should work this way or not.
I say it is 'working as designed' because it is working as designed. You are not supposed to always be able to buy finished goods from europe and sell them to the natives. The only exceptions to that are Horses, Guns, and Trade Goods, as noted earlier; those are things that are only available in Europe at first, and very valuable to the Natives.
it is not appropriate for this thread.
I've been annoyed by the fact that in the new colonization if you want to move less than 100 of something you have to press and hold shift beginning from when you press down the mouse button to drag the item. In the old game I think it was so that you have to press and hold shift only during the time you release the mouse button.
Just makes the game UI a little bit less flexible to use than the old one.