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TheDarkMaster

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Jan 1, 2012
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Since we're discovering something entirely new in the random new world, it would be interesting if there might be some unusual trade goods that we might be able to find in the new world that are very different from the existing goods. These could also play into a Columbian Exchange event set. With a normal new world, the exchange brings over all the plants, animals, and diseases that we know from history. In a random new world, what gets brought over is randomized and might include some fantastic things as well.

Historical examples:
  • Staple crops that improve production in grain producing provinces when introduced to the old world. Such as potatoes in Ireland, Scandinavia, the baltic, Russia, and China; maize in China, India, and Indonesia; Cassava in India and much of Africa.
  • New world spices that paved the way towards creating the massive spice trade in India and Indonesia. This could actually be the event that triggers most of the spice production in those states.
  • Cotton which improves the production in cloth producing provinces.
  • Other luxury goods like chocolate which already have existing events related to them. Possibly these give monarch points when acquired, say diplomacy since your courts have some nice luxuries.
  • Horses being imported to the new world, allowing new world states to produce cavalry.
  • Other forms of livestock being imported or introduced allowing beef or pork production in the new world. This might improve production in grain producing provinces in the new world.
Going out of your way as a player to establish colonies for the specific purpose of getting these bonuses as soon as possible in your home lands or choosing to invest in importing these products when they start getting brought over could be a big strategic decision. One way of handling it from a gameplay perspective could be having one special good in each colonial region that is unlocked when a non-tribal local state exists in the area, either a CN or local civilization.


Some fantasy ideas:
  • Adamantium which provides a boost to the combat ability of your troops. You get a further boost if you gain trade dominance in it.
  • Orichalcum which is very useful in manufacturing, boosting production in mining provinces.
  • Mearas horses, horses which are larger and more powerful than old world horses, they make cavalry much more powerful.
  • Fireblooms, a plant which produces a substance very similar to gunpowder.
  • North Stars, a valuable luxury that is grown in cold northern climates, will quickly replace existing trade goods in areas like Scandinavia, Scotland, and Siberia, greatly improving their value and decreasing development costs.
  • Sand Kisses, a valuable luxury that is grown in dry arid environments, will replace many trade goods in arid provinces, especially in Africa and the Middle East, greatly improving their value and decreasing development costs.
  • Prism fish, a freshwater fish that secret an oil very useful in the production of dyes, improves the production levels in dye and silk producing provinces.
Of course, new world states that you run into will already be using any of these resources that might spawn in their territories, which could potentially give European explorers a bit of trouble in trying to conquer them. Deadly diseases could also end up getting sent in the other direction if the dice end up falling in that way, alternatively both or neither side may have to deal with deadly new diseases.
 
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While it would be interesting to have new trade goods with the new world, I'd change some of the names and abilities compared to those suggested...
 
All of these are OP though.
 
All of these are OP though.
Well, part of the intention is that they ultimately have a global effect or greatly shift the world state. So while one nation might have an early advantage by getting adamantium and a boost of like 5% infantry combat ability, other nations that get their hands on the trade route will also gain the benefit of it. Staple foods and other production boosting items will eventually effect every single province in the world once. Don't forget that the game doesn't have an even playing ground to begin with, some parts of the world are more developed from the start of the game or produce better goods. Having one game where everyone is after those rich arctic provinces with North Stars as opposed to the spice trade in Indonesia would add an additional level of complexity and impact to the old world based on how the new world turns out.
 
When i first read this I actually disagreed. (I disagreed in my mind, not pressing the button lol.)
But after watching the "secret" stream, with DDRjake and Wiz, I saw they added some "fantasy scenarios" with the "Crimson Empire" and that made me agree it would not be bad having some fantasy trade goods in the game, so it's a +1 from me now.

Here is the secret stream:
http://www.twitch.tv/paradoxinteractive/v/19848632
 
When i first read this I actually disagreed. (I disagreed in my mind, not pressing the button lol.)
But after watching the "secret" stream, with DDRjake and Wiz, I saw they added some "fantasy scenarios" with the "Crimson Empire" and that made me agree it would not be bad having some fantasy trade goods in the game, so it's a +1 from me now.

Here is the secret stream:
http://www.twitch.tv/paradoxinteractive/v/19848632
Another good point is that these would be optional. If you didn't want to see unusual trade goods in your new world, then all you have to do is disable it before generating the new world.
 
Another good point is that these would be optional. If you didn't want to see unusual trade goods in your new world, then all you have to do is disable it before generating the new world.
Well the unusual scenarios are supposed to be disable-able.