So ok, maybe it is time for another concept.
Trading Companies and Monopolies
(World Wonder Concept)
1. What could you build ?
You can build Trading Companies that will give you a
Monopoly.
(Of course the Trading Companies would have cool names.)
A Monopoly will
- raise the current price of the corresponding goods by 2
- raise the minimum price of the corresponding goods by 2
1. Furcoats: (very expensive to build, at least 5 Coat Factories in Civ and 5 Specialists Furtraders)
Goods: Fur, Expensive Fur, Coats, Expensive Coats
2. Cloth: (very expensive to build, at least 5 Cloth Factories in Civ and 5 Specialist of Clothtraders or Dyers)
Goods: Cotton, Indigo, Cloth, Coloured Cloth
3. Cocoa and Coffee: (very expensive to build, at least 5 Specialists "Cocoa and Coffee Trader" in Civ)
Goods: Cococafruits, Cocoa, Coffeeberries, Coffee
4. Sugar and Rum: (expensive to build, at least 4 Rum Factories in Civ and 4 Specialist of Rummakers)
Goods: Sugar, Rum
5. Tobacco and Cigars: (expensive to build, at least 4 Cigar Factories in Civ and 4 Specialist Cigarmakers)
Goods: Tobacco, Cigars
6. Leather: (relatively easy to build, at least 3 Tanneries in Civ and 2 Specialst Tanners)
Goods: Hides, Leather
7. Woolclothes: (relatively easy to build, at least 3 Large Woolclothesmakers in Civ and 2 Specialist Woolclothesmakers)
Goods: Wool, Woolclothes
8. Spices: (relatively easy to build, at least 3 Spice Trading Posts in Civ and 2 Specialists Spice Traders)
Goods: Red Pepper, Spices
9. Beer: (relatively easy to build, at least 3 Breweries Builings in Civ and 2 Specialists Brewers)
Goods: Barley, Beer
10. Wine: (relatively easy to build, at least 3 Wineries in Civ and 2 Specialists Winemakers)
Goods: Grapes, Wine
11. Precious Minerals: (expensive to build, at least 5 Specialists Silverminer + Goldminer together)
Goods: Gold, Silver
12. Gems, Pearls and Walurss-Ebony: (easy to build, at least one Specialist of each)
Goods: Gems, Perls, Walruss-Ebony
13. Natural Rubber: (extremely easy to build, only 2 Specialists needed)
Goods: Natural Rubber
14. Hemp and Rope: (very expensive to build, at least 4 Specialist Hempplanters and 4 Specialists Ropemakers)
Goods: Hemp and Rope
15. Medicine: (relatively easy to build, at least 3 Hospitals and 3 Specialists Healers)
Goods: Medical Herbs and Medicine
16. Whale Oil: (very easy to build, at least 3 Whaling Ships)
Goods: Whale Fat, Whale Oil
17. Valuable Wood and Furniture: (very easy to build, at least 3 Specialists Furniture Makers)
Goods: Valuable Wood, Furniture
18. Salt: (extremely easy to build, only 4 Specialists needed)
Goods: Salt
Furthermore there will be other organisations without monopoly (effects on prices) simply giving a bonus:
19. Lumber-Company (very expensive to build, at least 10 Specialists Lumberjack) -> 10% Bonus Wood Civ
20. Stonecutters Guild (very expensive to build, at least 10 Specialists Stonecutter) -> 10% Bonus Stone Civ
21. Mining Company (very expensive to build, at least 10 Specialists Oreminer) -> 10% Bonus Ore Civ
22. Free Trading Zone (expensive to build, prerequisite: 5 Trading Centers) -> All professions in buildings of that city (not Bells or Crosses or Culture) get 10% Bonus
23. National Grand Opera (expensive to build, prerequisite: 5 Operas) -> All theatres and operas in Civ get 10% Bonus on Culture
I would explizitely not do something like that for Tools, Hammers, Weapons and Cannons, because I fell that this would be too powerful and because there already exist very powerful buildings.
2. Technical:
1) I will need to implement some DLL-Logic and adjust some XML (Buildings) of course.
2) Graphically I would keep this very simple:
The monopolies / organisations / concepts will not get new Building-Graphics. (City Screen or Map.)
I will simply display a "Star" next to the building that fits best.
Mouse-Over on that Star will tell what organisation it is and what it does.
Technically however they will be Buildings / Specialbuildings of course.
But no special slots in City-Screen needed.
3. Other Aspects
1. They are unique and can only exist once a game !
(If you get it, nobody else can.)
2. Getting
many of these will make other Europeans angry.
(Because of your economic dominance.)
3. By capturing the city that build these, they are captured.
(Effects will be at new owner and gone at old.)
4. If city is razed / destroyed you destroy them too.
(The gained effects are lost and any civilization can try to build them again then.)
4. A city can only build one of these if it does have the highest level of the corresponding building.
(Technically it is one higher level of the SpecialBuilding)
5. If one of these is built, all European Players will get a message.
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