What is already what case?
I'm sure we don't need to change the diplo screen to make it possible in the dll to bar particular resources from being tradeable. A new tag on Bonus infos should make that possible to designate untradeable resources.
@Dancing Hoskuld meant that trading some raw resources already have limited impact, and sometimes just confuses people.
I guess he didn't knew that it is already possible in DLL.
Though he didn't realize, that this scenario may get weird fast:
Tile with your city - two tiles within your borders - third tile with Horse being in AI border - Tile with AI city. Can't trade horse.
Tile with your city - five tiles within your borders - sixth tile is within borders, but isn't in vicinity (stuck on island or something). Technically exists in empire, needs National Importer to actually use it.
That is in first case you can't get it at all, and in second case is farther away but can't utilize it in chain, unless there is something like national importer for it.
I've explained why I really dislike the idea of making animal resources untradeable through the normal resource trade method. The AI is just not advanced enough for this I don't think. So I would implore a rethinking of this approach for international animal trade.
Yeah, I agree, that hes too optimistic as for AI resource management.
And yes, not having all animals covered with animal units that can spread herds or vicinity access to other cities is the chief problem with this approach domestically. If we want to do this, I'm cool with it for domestic access requirements. Good idea. But it MUST be a top priority to complete this project and get it out of limbo status because its one of the most glaring imperfections in the mod right now and would be super appreciated by any and all players of the mod to get this sorted out. Definitely a version capper here!
Caveman2Cosmos\Assets\Python\EntryPoints\CvRandomEventInterface.py needs definitions for some animals. (## Start Spread Resources mod python ##)
Also mission outcomes must be added to units, that could place animal resource.
After cleaning other structural issues in mod this one is now most serious in early eras.
Still we don't know what is wrong with early religions though.
He can always revert or change costs.
That's possible but more easily resolved in the AI. By placing the animal as a resource, as in on a plot, are we talking about doing away with herds as vicinity providing buildings then? It seemed to me the herd buildings were good ways to address this spreading and providing vicinity access. I found that easily envisioned as a part of the city infrastructure.
I meant Tamed Animals as vicinity version of Animal Herd from subdued animals.
Herd in city acts as vicinity source of bonus.
I don't think that AI can buy Tamed Animal to place animal resource.