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Metz

Field Marshal
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Nov 21, 2008
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Not sure if it was mentioned somewhere about trying to limit the amount of goods in the game, but I think some new goods could be added to add more dynamism and options for countries.

Masonry - stone for building/infrastructure upkeep as well as sculptures for art academies. Good for countries that don't have much access to wood. It could also be interchangeable with wooden structures or a building tier in between wood and iron based structures.

Gems - covers silver as well as gems such as rubies, sapphires, emeralds, amber, etc. Used to make Jewelry.

Silver - like gold but has a smaller minting value and can be used for jewelry. Can be used by art academies as well as pharmaceuticals

Jewelry - luxury good which uses either precious metals and or gold. Gold can have another use besides minting (which should cause inflation).

Pharmaceuticals - used to keep mortality low, can have several inputs.

Cosmetics - a late game good that is eventually used by everyone, covers things from soap to makeup to perfume, etc. Different input types such as lead, alcohol, fruits, coal, etc.
 
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Could be cool to add other luxury goods, alongside luxury clothes and furniture, to give the mega rich something more to spend their millions on.

I find it a little strange that there's not more 'entertainment' sources in the game for pops to buy; I guess "services" is meant to cover things like theatre/opera/etc, but it would be cool to have an actual print industry I reckon (both newspapers and books), so that paper is needed for things other than Bureaucracy, and so that increases in literacy lead to a greater demand for printed products.
 
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Pharmaceuticals and stone/brick are the only two that really feel missing.

Pharmaceuticals were a major development over the 19th century that boosted European economies, and should probably tie in with the healthcare system and military hospital system more generally.

Stone/brick coming from quarries (with different PMs for industrial brick kilns) seems like the other one missing for construction, given that most industrial buildings were made of sturdier and more fire-resilient materials.

My longshot good would be palm oil to make West Africa feel more dynamic and have more early/mid game utility, but that could probably be abstracted as plantations which generate oil.
 
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Gems - covers silver as well as gems such as rubies, sapphires, emeralds, amber, etc. Used to make Jewelry.

Silver - like gold but has a smaller minting value and can be used for jewelry. Can be used by art academies as well as pharmaceuticals

Jewelry - luxury good which uses either precious metals and or gold. Gold can have another use besides minting (which should cause inflation).
Not worth the performance cost.
Pharmaceuticals - used to keep mortality low, can have several inputs.

Cosmetics - a late game good that is eventually used by everyone, covers things from soap to makeup to perfume, etc. Different input types such as lead, alcohol, fruits, coal, etc.
I wonder if it's possible to change the effect of a good with a research ?
Like : there's only cosmetics, and after a research it gains the effect of reducing mortality as well in your country.
 
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Furs. Fur trade was a large source of revenue for Russia and North America, and yet it's not represented in the game at all. Really weird to have Hudson's Bay Company without the very reason it existed in the first place. I believe, there were already proposals to rename the Silk good into "Luxury Fabric", so it could cover Furs as well.

Also, Housing as a local good, though I am not sure how to properly represent it through the game's building system.
 
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Masonry makes some sense, but we've already got the wood->iron->steel climb in the game and unlike wood it doesn't feel like it feeds into much other than construction.

I'm with the devs that there's no need for gems and silver when we have gold. Fur is similar, but more interesting because it could help drive historical migration to Canada and Siberia and it could differ from gold in that it simply goes away instead of transitioning from gold fields to gold mines. It could be a resource industry that provides +minting and +migration attraction, but the max level decreases over the course of a game at a rate dependent upon the number of levels you've built and the ratio of used arable land to maximum arable land in the region.

As for pharmaceuticals and cosmetics, I don't hate the idea of one more manufactured luxury good and it'd give you another buy order source for various goods, too. Say, dye + glass in, cosmetics out with a secondary "pharmeceuticals" PM that boosts output but adds opium as an input good? Possibly instead of a labor-saving PM slot, there's a late game PM slot for plastic packaging that replaces the input for glass with an input of oil and gives increased output? That could create some fun options for making use of different input goods depending on what the market looks like.
 
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Furs. Fur trade was a large source of revenue for Russia and North America, and yet it's not represented in the game at all. Really weird to have Hudson's Bay Company without the very reason it existed in the first place. I believe, there were already proposals to rename the Silk good into "Luxury Fabric", so it could cover Furs as well.

Also, Housing as a local good, though I am not sure how to properly represent it through the game's building system.

Luxury Fabric would be a good choice. It would help add Fur in Canada, Cashmere in India, Alpaca Wool in Peru, and Merino Wool in Spain as state bonuses.

I think housing should work line transportation and electricity. It would be a state based building that needs to be increased to accommodate growing populations. It could be called Residential Districts and have PMs for each strata. A 4th PM could deal with the amount of public housing or so.
 
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That would require a fundamental change in the game's economy. Right now there is no "money" or inflation in the actual sense. Every pound is now just a unit of account.

I think banking could work in the following way:

Have a banking money pool (separate from private investment pool). There should also be a national reserve. The banking pool is where non peasant pops that aren't investing in buildings store their surplus money. This money can be pulled by pop groups based on their average SoL. These pop groups can also have debts. Lowering rates lets pops borrow more money while raising rates decrease the amount of pops that borrow money. Borrowed money can be used for buying more goods that are needed as well as paying for housing (if added). Governments can also issue either private or public bonds that move money from the banking pool/private investment pool to the national reserve. Once the bonds expire, money is pulled from the national reserve and given back to where it came from plus the bonus amount.
 
Machine parts. The same building, labor, and resources shouldn't produce a good that represents both simple hand tools like shovels, saws, picks, etc. as well as more complex gears, valves, bearings, etc.

I'd also like to see an oil refining industry rather than pumping it from the ground straight into car engines.
 
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Machine parts. The same building, labor, and resources shouldn't produce a good that represents both simple hand tools like shovels, saws, picks, etc. as well as more complex gears, valves, bearings, etc.

I'd also like to see an oil refining industry rather than pumping it from the ground straight into car engines.

Split tools and have machine components?
 
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