Exports, Piracy and Trade

The goods need to have a nation but they can be captured with nationless units. So the recipient needs a nationless unit to initiate the handover. Goods units need to be set to accessible by all nations. You can then remove them from the build menu by making them need an un-acquirable resource. An un-acquirable resource is done by having a strategic resource that doesn’t have a terrain type to generate on. I used the same un-acquirable resource that I used to remove railroad.
I think you missed a post.
It did give me an idea though.
Land mine - No attack, no defence, no HP, immobile, invisible, no bombard button, 1 bombard range, ZOC, nationless, high ROF, and Airdrop OR 3.
It can only be deployed within your territory (or three squares from an airfield) and it can be a permanent nuisance until disbanded.
 
Hi guys. You might want to see the new trading system I’ll be using for my Private Sector mod.

International Trade

Description

Players produce a variety of products of different values. The products are useless to the producing player but valuable to everyone else forcing you to export them to a treading partner. The increasing production and transport of these products will cause your swollen merchant fleet to travel on predictable trade routes stressing the need for an effective navy.
Spoiler : Implementation
Enable Auto Place Victory Locations, Victory Point Scoring and Capture the Unit in Scenario Properties>Scenario.
Remove the population cost’s from all other units (Only ‘Product’ units can have a population cost. No other units can have a population cost including workers and settlers.
Add a Flag unit and set its value in Scenario Properties>Victory Point Limits>Gold for Capture. (The Flag unit’s reward in gold is the international denomination for trade. The value of a product is its population cost multiplied by the value of the Flag unit.)
Set the Standard Slave unit to the Flag unit.
Add a tradable unit and set its population cost
Set its weight class (Foot, Tactical Nuke etc.)
Create a player-only Building
Make the building auto-produce the desired product and set the production rate
Set the maintenance cost.

In-game Instructions
Products must be taken to a rival player by whatever means you have.
The recipient player can take possession of the products by attacking them with a nationless unit. The products then transform into flag units. The flag units can be captured and taken to the capital to convert them into cash.

Go to post 1 to see the article.
 
Land mine - No attack, no defence, no HP, immobile, invisible, no bombard button, 1 bombard range, ZOC, nationless, high ROF, and Airdrop OR 3.
It can only be deployed within your territory (or three squares from an airfield) and it can be a permanent nuisance until disbanded.
This is just me thinking out loud in-thread, but what if instead they did have a bombard button and 0 range? Would it work, any unit stepping on them being bombarded during the mine owner's turn?
 
Oooh, thanks! I'm going to that thread for that, then.
 
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