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Q: What are Goods good for?
Posted: Sun Jan 02, 2022 11:20 pm
by Corbeau
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?
Re: Q: What are Goods good for?
Posted: Mon Jan 03, 2022 12:02 pm
by Ignatus
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.
Re: Q: What are Goods good for?
Posted: Mon Jan 03, 2022 4:20 pm
by Corbeau
Ignatus wrote:You can put a traderoute ranged requirement on a good for whatever, like trade increment.
Yes, but to what consequence? Just more profit or is there something else?
Re: Q: What are Goods good for?
Posted: Mon Jan 03, 2022 9:12 pm
by cazfi
Corbeau wrote:Ignatus wrote:You can put a traderoute ranged requirement on a good for whatever, like trade increment.
Yes, but to what consequence? Just more profit or is there something else?
They can be used as
requirement, so you can use it for anything that takes requirements. Any effect, building, action enabler...
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?
Posted: Mon Jan 03, 2022 9:16 pm
by cazfi
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?
Posted: Tue Jan 04, 2022 2:54 pm
by Corbeau
Thanks.
Re: Q: What are Goods good for?
Posted: Wed Feb 12, 2025 11:00 am
by Corbeau
I need to get back to this. It seems I've gone stupid over the years and now can't find any help regarding the Goods concept. I did a search for "goods" on Freeciv Wiki and got a 100 pages, obviously, because the word is common enough. Can someone point me in the right direction? Wiki page(s), ruleset files, anything?
Re: Q: What are Goods good for?
Posted: Wed Feb 12, 2025 8:48 pm
by cazfi
A "good" is something that a city imports via a traderoute. Goods are defined in game.ruleset.
They can be used as a
requirement (See README.effects for general info about requirements)
A couple of examples (untested)
1) Unit that can only be built in cities importing Saltpeter
Code: Select all
[unit_musketeers]
name = _("Musketeers")
class = "Land"
reqs =
{ "type", "name", "range"
"Tech", "Gunpowder", "Player"
"Good", "Saltpeter", "City"
}
...
2) +50% science effect on a city importing books
Code: Select all
[effect_books]
type = "Output_Bonus"
value = 50
reqs =
{ "type", "name", "range"
"Good", "Books", "City"
"OutputType", "Science", "Local"
}
Re: Q: What are Goods good for?
Posted: Thu Feb 13, 2025 9:56 am
by Corbeau
cazfi wrote: ↑Wed Feb 12, 2025 8:48 pm
A "good" is something that a city imports via a traderoute. Goods are defined in game.ruleset.
They can be used as a
requirement (See README.effects for general info about requirements)
A couple of examples (untested)
Ok. Let's see if I got it correct.
"Goods" are not a unit, but a concept that only acts in effect requirements.
"Goods" are "created", or, to be more accurate, start existing, when requirements in game.ruleset are met. To use the above example:
in game.ruleset:
Code: Select all
[goods_books]
name = _("Books")
reqs =
{ "type", "name", "range"
"Building", "Printing Press", "City"
}
So, to utilise the effect from your example, in order for a city to get +50% Sci, I need to establish a traderoute to a city that has a Printing Press.
Is this correct?
Also, what is "income" and relative to what is from_pct and to_pct calculated?
Re: Q: What are Goods good for?
Posted: Thu Feb 13, 2025 8:35 pm
by cazfi
Every trade route carries some good, and there's trade income associated with them. Most ruleset have just generic "Goods" good with 100% income, to reproduce the rules that existed before goods concept was introduced. Base income is the same trade as before the goods concept.
Good can be bidirectional, as if the (same) good would be moved to both directions, i.e., both end points would import it. Otherwise it's the caravan's home city exporting and the target city importing.
Oh, and 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.