If I got it right, they only increase profit for cities that have some resources, if they are connected with trade routes, right? You can't transport stuff like food from one city to another?
Speaking of trade routes, is there a way to manually and deliberately cancel a single trade route?
Q: What are Goods good for?
Q: What are Goods good for?
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Re: Q: What are Goods good for?
You can put a traderoute ranged requirement on a good for whatever, like trade increment.
No, you can't manually cancel trade route, only suppress it with a better one or change diplomatic relation to a cancelling one.
No, you can't manually cancel trade route, only suppress it with a better one or change diplomatic relation to a cancelling one.
Re: Q: What are Goods good for?
Yes, but to what consequence? Just more profit or is there something else?Ignatus wrote:You can put a traderoute ranged requirement on a good for whatever, like trade increment.
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Re: Q: What are Goods good for?
They can be used as requirement, so you can use it for anything that takes requirements. Any effect, building, action enabler...Corbeau wrote:Yes, but to what consequence? Just more profit or is there something else?Ignatus wrote:You can put a traderoute ranged requirement on a good for whatever, like trade increment.
But unlike Ignatus said, it's not to be used on "traderoute" range, but "city" range. (Former would mean that city we trade with, imports goods from a third city, and this range is not currently even supported)
Re: Q: What are Goods good for?
Sandbox has a chain of goods, where a city must import one good to export another (former is requirement for the latter), with trade value increasing as the we go up in the chain.
Re: Q: What are Goods good for?
Thanks.
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