Q: What are Goods good for?

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Dino the Dinosore
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Re: Q: What are Goods good for?

Post by Dino the Dinosore »

each trade route carries just one Good, selected either (depending on ruleset) at the time caravan leaves its home city, or at the time trade route is established. I don't remember for sure whether it's the one listed last (of those with requirements fulfilled) in the ruleset, or a random one.
The ruleset setting is in games.ruleset, e.g.

Code: Select all

; When are goods for the trade route chosen.
; "Leaving" - Goods to carry are assigned to unit when it`s built, or it changes homecity
; "Arrival" - Goods are chosen when trade route is established, when unit arrives to destination
goods_selection = "Leaving"
What I would like to see in the UI is some way for the player to choose which good when > 1 are possible. Also, when goods_selection = "Leaving", have the info displayed about a unit include that info, e.g.
Unit:Caravan|...(...) from ... | carrying Gems
Another thing that's unclear/undocumented is whether, by default, a city can have > 1 trade route of the same good. (You could enforce that via the reqs.)
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Corbeau
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Re: Q: What are Goods good for?

Post by Corbeau »

Wait, you mean it's not the player selecting which goods will be applied?
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cazfi
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Re: Q: What are Goods good for?

Post by cazfi »

Corbeau wrote: Mon Feb 17, 2025 1:26 am Wait, you mean it's not the player selecting which goods will be applied?
No, there's no gui for it. Mainly because nobody has done it, but partly also because it would easily turn in the another micromanagement nightmare (need to choose Goods for every caravan one builds)
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