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Cold Evil

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Jul 7, 2005
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dev.evul.nu
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Cancelled to other better trade mods already published! :)
I recommend this one! -> http://steamcommunity.com/sharedfiles/filedetails/?id=693402022

This is a little mod (soon to be released as soon as i figure out how to give you strategic resources via a modifier. and made some graphics.) that adds a internal trade mechanic.

Simply speaking it gives you a strategic resources named Trade Goods and a policy; Internal Trade with 4(5) restriction options. The idea is for each planet you'll generate, depending on your trade policy (0.6 / 0.4 / 0.2 / 0.0), Trade Goods strategic resources per planet. To gain anything from this you are required to build a Trade Depo on your stations, when you provide your station with 1 Trade Goods you in turn generate 5 Energy and in addition 0.2 Trade Goods.

A idea is to have food surplus effect the income of Trade Goods/Trade Power/Trade Resources. (Unsure of the name) Also i want in the future once fully tested have different kind of Event tide to this.

Content:

Policy: Internal Trade
  • Unrestricted - We allow for a full unrestricted completely free from any form of laws and any form bureaucracy private companies love surly love this and nothing can go wrong.
    Produces: 0.6 Strategic Resources per planet
  • Regulated - We allow for full trade but its regulated so no illegal or dangerous goods may be traded with.
    Produces: 0.4 Strategic Resources per planet
  • Heavily Regulated - We allow for a heavily regulated trade goods need to be checked and approved by sector and imperial law in order to be transported.
    Produces: 0.2 Strategic Resources per planet
  • Heavily Regulated (Xenophobe) - We allow for a heavily regulated trade goods need to be checked and approved by sector and imperial law in order to be transported no xenocreatures or dangerous plants may be transported of any world.
    Produces: 0.2 Strategic Resources per planet
  • Prohibited - We don't allow for any kind of privately owned trade ships.
Station Module: Trade Deport
  • Requires: 1 Trade Goods
  • Produces: 0.2 Trade Goods, 5 Energy Credits

Tell me what you think so far.

GitHub Reposetory
 
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right now there seems to be no trade off. There would be no reason not to have trade unrestricted. Perhaps have a trade-off between happiness and income? Or productivity (mineral production or ship production speed) and income?
 
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Yeah i've thought about that and have not come forward with any good solution my self. One idea is to have to have a larger penalty as events.

But yeah a modifier for some kind of trade of of not having the policy enacted would be something. One thing that can be a modifier is the pay for the policy it self meaning energy cost. Simulated its a cost to have it but you'll gain some income in the long run.

Based on Ethos it can be regulated as follow:
Fanatic Xenophobe required: Heavily Regulated or Prohibited
Xenophobe: Heavily Regulated, Prohibited
Militarist: Heavily Regulated, Prohibited
Pacifist: Unrestricted (require also stock exchange)

and if its not in the scope the populous will be unhappy.
 
right now there seems to be no trade off. There would be no reason not to have trade unrestricted. Perhaps have a trade-off between happiness and income? Or productivity (mineral production or ship production speed) and income?

And/or add a ethics divergence penalty as trade has historically been a spreader of ideas as well as good.
 
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right now there seems to be no trade off. There would be no reason not to have trade unrestricted. Perhaps have a trade-off between happiness and income? Or productivity (mineral production or ship production speed) and income?
Make it so relaxed trade policies increase ethics drift. That way totalitarian empires can use it to help control their population. Might want to add very small happiness buffs to the more open trade and play with that. Also, maybe unrestricted policies reduces mineral income by a small amount (like 10%).

It'd be nice is low yield trade planets could have unemployment effect them due to the trade. Could probably do this with events.

Definitely need unrestricted trade types to generate piracy.

Definitely need the restrictive trade types to generate smuggling.
 
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