Thunderbrd
C2C War Dog
But a very small percentage of their production ends up being food and in short it ends up being a way to take a tremendous amount of production and convert it into food.1) They are set a build with food which stops the growth of the providing city while they are being built.
Just because the goods they carry are consumed that doesn't mean THEY are. But if we're only modelling the sacrifice from one area into the merchant by the build cost alone and not allowing the merchant to pick up and drop off and exchange then yes, they'd need to be one-shots. However... I'll address more thoughts on this next.2) Of course they are one shot how could they not be. They are the food and goods consumed by the place they are used.
Units should very well be on the map to be transporting although they should be programmable how they transfer. This way the missions they are on can be changed and we can allow other units to disrupt the supply line. Criminals can be made to be able to steal from them in transit if not protected properly and military units could foul up a country's trading by simply attacking the supply convoys. These are things that have played a major role in the history of conflict and trying to keep trade all on the non-unit level severely impedes our ability to model this. The trick is to make it not arduous and to keep micromanagement from being necessary. Thus we would allow the standard trade route mechanism we have to remain in place but let the merchant units start taking a larger role in the game.3) If you are going to set up supply lines and movement of goods then I think the trade route mechanic is the way to go but expose it to the player so that they can manipulate it. We can then use it to spread plagues and ideas and such like as well. Most importantly it should not be a (set of) unit(s), although you may use a unit to set up special ones.
This would certainly set us up for making the most of a consumable resource project indeed. I also intend it to be how we can get updated equipment out to units in the field and to allow us to optionally play with units consuming some food and possibly supplies (such as resources.) Units could take from where they are but obviously there would be limits in the wild on supporting a huge army so supply lines would need to be established.This would need to integrate with consumable resources (not yet in the C2C but Platyping has a draft mod that could be expanded for C2C needs) and ....(dang lost my train of thought)
The mission for setting up supply lines with merchant units would allow you to say, take x from city a and take it to unit b, taking whatever unit b has collected back to city a and repeat, wherever unit b happens to be. Or to establish a repeated route, take x from city a and take it to city b at which point exchange it for y and then take y back to city a. Repeat until told not to or dramatically interrupted.
The ability to send protective units along WITH the merchant will be necessary to add into the mix. For that reason, I'm also considering a line of Armed Guards that would be just as mobile as merchants that are for the most part specifically designed to travel with them. Send some dogs along on the convoy and you'll have most threats be visible if there's a little promotional development invested into both the guards and the dogs to do so.
This way you can use your merchants to sell to opponent cities (and when you do you actually reduce the commerce that city is going to produce next until the full payment is made.) And we can create a supply and demand evaluation that establishes the value of resources, equipment, raw production materials, raw food, raw commerce (meaning all sorts of generic 'stuff') and so on so that when a merchant makes a transaction it does so at a rate that can be profitable or not in some cases where you need something so bad its worth the overall trade loss.
Merchants would also be able to develop their own EXP and promotions to enhance their carrying capacities and ability to barter for better results, traveling speeds, perhaps some combat capacity of their own if they want to try to be able to abandon the normal convoy guards etc...
This inventory system plays into nomadic start because units will need to be able to amass yields and other items for that anyhow.
Interesting idea... Something that can be thrown into the mix.I have thought that the various "mine" buildings should generate an excess of their material every now and then (ie event) either as a units or boost to consumables for that turn.
Anyhow, this is something I've been pondering for a very long time. I feel it should be optional but it would also be something that would be critical to further projects or to get the most out of other projects rather.