Whats with trading?

Is there more to it this time?

Hey I was looking at a screenshot of the planet screen on your website and saw that the planet had a tradable resource or something? I haven't heard anythign discussed about trading specific resources like Civ4 but if thats the case--awesome. it would give a reason for players to conquer and hold specific planets for rare resources, which is extremely realistic, I think.
23,147 views 6 replies
Reply #1 Top
can you give a link?
Reply #2 Top
Assumably you saw the bonus tile icons. Some tiles have special features on them which will provide a bonus if the correct type of improvement is built there. For example, you may come across a tile with rare mineral deposits; if you build a factory on that tile, its output could be doubled (or more). The bonuses are non-transferrable and only apply to a particular type of value (so if you build the wrong sort of improvement there, there will be no bonus).
Reply #3 Top
After researching certain techs, you have the option to build a special project that gives you a monopoly on a tradable resource. Each resource gives you a different bonus (e.g., UltraSpices makes all foods taste better and that gives you a 15% moral bonus) and you have the option of trading it away to another race.
Reply #4 Top
sure, the link is http://images.stardock.com/ss/shotstore/19/The%20Universe/new-6.JPG

as you can see theres a little pink leaf thing there, "trade good"

thanks for answering my question!
Reply #5 Top
Yeah, I agree that's a good idea... it would also be good to not only have the resources on planets, but also in deep space... nebulas, asteriods, etc.
Reply #6 Top
Actually, trade (especially between civs) is more critical in GC II than in most other RTS games, and is often the key to a culture victory (in fact, I couldn't have won my first game without it). One thing I made sure NOT to neglect, especially in the early game, is manufacturing, farming, and research bonuses on new colony worlds; the result had me become the *go-to civ* for food crops and basic manufactured goods (unusual for the Yor, who I play as) devoting just as much to research as I did to farming or manufacturing (unless I have more research bonus squares than farm/manufacturing bonus squares) let me maximize the Yor's already healthy research advantages into market cornering in heavily-in-demand NON-military trade goods (not only letting me develop a huge trade surplus, but letting me actually *expand* said surplus with few economic starbases).