Climate, Trade & Demographics
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Climate, Trade & Demographics
Right now, bees (apiculture) use the "animal" cap type, which does not really make sense because that prefers wide, open grasslands, while bees, paritcularly in older times, where often kept near forests.
So should they just use the "forest" cap, or get a unique one like e.g. hunting?
A similar question applies to the other "non-cattle" animals as well, basically all insect farming and fish farming types.
Properly implement decision to search for Mineral deposits. Currently does not work.
Allow Resource (variables) to be imported to other provinces, and then "broken up" into their "nutrients", to act as supply for the consumption of pops.
Simplified, as in colour-coded + 3-character abbreviation, e.g Green+SGR for "sugar"
If this appearsin Glo, issue resolved.
Allow resources to be imported by province for the production of secondary tradegoods.
Implement unique caps for all the "hidden" spawns, e.g. hunting, fishing etc.
Currently too complicated, split into one event with all options for AI, and one normal "chain" for player.
atm, Gathering gives a lot of wildly different products, and most of them are found in wildly different biomes. The currently used generic "gathering" cap type thus does not really make sense.
This is also somewhat connected to #18, as insects will be split up depending on whether they are gathered or cultivated.
So question is: split gathering into several subtypes (forest, marsh, etc), or keep it as it is, and do sth else... (maybe moving certain products to e.g. forestry)?
Cause otherwise even testing won't work properly. Descriptions don't have to be final, just comprehensible.
Workforce is a new concept replacing earlier simplified concepts.
Each pop contributes a certain amount of workforce of a certain type, and in addition, each empty province & built holding contributes a bit of simple_labour.
There are 2 types: simple_labour & craftsmanship.
Exploiting resources requires simple_labour, while producing refined and finalized goods requires craftmanship.
Depending on tech or other circumstances, pop values might be multiplied by a modifier.
Ideally, a province should have enough workforce to produce/exploit tradegoods up to the province limit, which is entirely independent of workforce.
The idea is that Nomad Pops are spawned directly in provinces, like slave pops. They then give (hidden) modifiers that increase Nomad population (the vanilla thing, actually visible in the interface), thus being neccessary for a sucessful Nomad realm. The special ones that spawn as regular pop-buildings in the Nomad capital (maybe called "clan chiefs" or sth like that) also require lots of luxuries, as opposed to the normal Nomad pops. Or, other idea, some super-important building in the capital requires luxuries... dunno.
Anyway, the ideas are 1) to tie Nomads back in with the gameplay of other governments by also giving them pops, and b) creating a first glimpse at revamped Nomad gameplay that should revolve both around securing new grazing lands AND securing lots of luxuries, either through trade or plunder - two goals that need to be balanced out.
Decide design for secondary tradegoods.
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