Request: More trade goods information
Moderator: Pocus
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- Administrative Corporal - SdKfz 251/1
- Posts: 138
- Joined: Sun Nov 15, 2009 10:17 am
Request: More trade goods information
When I'm trying to decide what to build in a given region I'd like to know what bonus trade goods adjacent regions need and which regions within trade range (and beyond) are importing foreign goods or paying the penalty rate becuase no goods are in range. Currently, unless I'm missing something, I have to click on each region to find this out which becomes prohibitively time consuming that I've given up on it now that I have around 20 regions.
Re: Request: More trade goods information
You would need very advanced and yet understandable tools to get all the info you need easily and rapidly...
AGEOD Team - Makers of Kingdoms, Empires, ACW2, WON, EAW, PON, AJE, RUS, ROP, WIA.
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- Administrative Corporal - SdKfz 251/1
- Posts: 138
- Joined: Sun Nov 15, 2009 10:17 am
Re: Request: More trade goods information
Thanks for the reply. The problem is that you've created a kind of production chain mini-game but without the interface elements to engage with it in a way that doesn't require a lot of clicking. I'm doing this from memory, but when you hover over a building to build it shows something like "grain already available from Cyrene, Lesbos" or whatever so what I'm thinking is expanding that display to add "Regions that could use grain as a bonus good: ... ", "Regions importing grain within trade range: ...". Or something like that. So it only appears when a potential build option for a specific region is hovered over and that option produces a certain good, and the info is only displayed for that good. Just as it is already doing for other sources of that good. It will help make quicker and better build decisions. Easier said than done from a programming point of view I'm sure but that's what I have in mind.
Re: Request: More trade goods information
Open the Ledger to "Regions (Trade Gds)" and open a region menu as well. Sort by "Trade Distance". I can see that this region is missing Olive Oil. I can scroll down the list and see that Samaria at a distance of 5 has that trade good. You can also use the filter on the right to go to specific trade goods.
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For new players: Grand Strategy AAR and Steam Guide: Tips for new players
Samstra's Trade guide: https://steamcommunity.com/sharedfiles/filedetails/?id=1805684085
Samstra's Trade guide: https://steamcommunity.com/sharedfiles/filedetails/?id=1805684085
Re: Request: More trade goods information
An easier to program variant would be that you get the bonus information in the build menu.
E.g. you could build the large farm (which produces grain) in region x and the build info would have the line 'region y would gain 10 food' (as a bonus).
Thus you would at least have some information on the consequences of the build. I understand that this is not the same as what the OP wanted but it is at least going in that direction and should be easier to implement.
E.g. you could build the large farm (which produces grain) in region x and the build info would have the line 'region y would gain 10 food' (as a bonus).
Thus you would at least have some information on the consequences of the build. I understand that this is not the same as what the OP wanted but it is at least going in that direction and should be easier to implement.
Re: Request: More trade goods information
That would certainly be easier.
AGEOD Team - Makers of Kingdoms, Empires, ACW2, WON, EAW, PON, AJE, RUS, ROP, WIA.
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- Brigadier-General - Elite Grenadier
- Posts: 2164
- Joined: Fri Jan 01, 2010 4:40 pm
- Location: Wokingham, UK
Re: Request: More trade goods information
I would also like the information for almost the opposite reason.
At the start of a game I tend to build the best of whatever is presented as I want delays in utilising the empty slots because I want to grow population or economy as quickly as possible. Once you get to late-early to mid-game then I tend to be more selective to build a more optimal resource, so the information would be a real help. But once I'm mid-game onwards and am out of build slots (or have very long wait times), then I'm looking to destroy sub-optimal buildings to enable me to build more specifically. So knowing what I would lose in other regions if I destroy a building would be really useful.
At the start of a game I tend to build the best of whatever is presented as I want delays in utilising the empty slots because I want to grow population or economy as quickly as possible. Once you get to late-early to mid-game then I tend to be more selective to build a more optimal resource, so the information would be a real help. But once I'm mid-game onwards and am out of build slots (or have very long wait times), then I'm looking to destroy sub-optimal buildings to enable me to build more specifically. So knowing what I would lose in other regions if I destroy a building would be really useful.
Re: Request: More trade goods information
I can think of two ways to improve the interface from what we have for bonus goods. First, as someone already mentioned, show it in the build menu when looking at a structure. Second, on the trade map view, you already show produced goods, you could also use some color-coding or even another map view to show missing bonus goods.