PDA

View Full Version : Trade Goods


nilraf
19-05-2007, 00:30
I seem to be having a problem and it just occurred to me that whenever you build an intermediate, like an ink maker, but don't have the pasture to make a sheep farmer, you can't even make books, so why both making the ink guys? It's kind of a drag to have only the intermediates, and this makes trade good extremely hard to get, at least for a newbie like me! Is there any way to influence the outcomes of your provinces, as far as commodities go?

John Cabot
19-05-2007, 00:36
Mountainous areas are more likely to have quarries. Almost all coastal areas have fish. Beyond that, it's entirely random.

Ink does contribute to KA's like the one that doubles books (???) and the Secret Order, but if don't have a pasture for sheep to make parchment in the same province as ink, then you'll have to trade.

mammix
19-05-2007, 11:22
maybe try to edit sth in save...

Lord_Nick
19-05-2007, 15:09
You can still make books with a Church ... you just can't get the Scribe's Office and other upgrades.


There are a few of these "dead end" or unnecessary upgrades:
Ink ... don't need it unless you have a Scribe as well
Dyes .. don't need it unless you have a Tailor as well
Honey .. need to double check this one .. may only be unnecessary if you are building it for Rigging
Leather .. give no bonus after you've built the first
Wool ... same as Leather .. no bonus after the first
Rigging .. unnecessary if you don't have a Coastal Village or are landlocked (prerequisites are also unecessary)
Stud Farm .. unnecessary after you've built the first, unless you want the extra worker
Quarry Upgrades .. are debatable depending on your location and need for extra workers (good if you have a Coastal Village .. gives Coast Guard, or if you can build a Cathedral) ... you may need 1 or 2, but rarely all 3.


I think it's good to have these unnecessary upgrades in the game. It wastes a slot in the villages of players who haven't thought things through.