Trade goods buildings

I feel that trade goods buildings shouldn't be in the game.

AFAIK, they can't be (re)moved. If you build dimplomatic tralslators somewhere, then you won't be able to use that land square ever again.

They can be captured. It might appear to make sense, but think about it. How can you capture the right to distribute something (i.e. patent) through military action?

And they simply feel wrong. What exactly takes that square?

I think it would be nice if those buildings would "disappear" after you finish constructing them. Like Habitat improvement. That would make much more sense.
6,422 views 6 replies
Reply #1 Top
I'll second this idea, simply because right now they are too much like galactic wonders (ones that you can sell away but keep the planet it's on).
Reply #2 Top
As far as I understand it the square that you build the trade good on actually houses the manufacturing facility for the trade good. Which does make sense on how someone can obtain it by taking the planet. I'm not sure that having it disappear after construction is right based on my previous statements. Can't really have a trade good without having somewhere to produce it.
Reply #3 Top
It simply adds flavor to the game...

Think of planets that produce grade goods as being critical to developing that good.
Reply #4 Top
That's an interesting point about where the trade goods is being manufactured and that it allows capture. However, that leads to the question, what happens if you sold a trade good to someone else, and then the trade good gets captured. Who would get control of the trade goods? The person you sold it to? Or the person who captured it?

If the person who captured it gets the trade goods, then you have the person who bought it being ripped off almost. There would have to be some in-game mechanic for them to keep track of who they bought such and such trade goods from so that they can protect them.

On the other hand, if the person who you sold it to gets the trade goods, then the person who captured it gets ripped off, and will lose a tile permanently.


IMO, because of this wierd quirk in the selling/buying/capturing mechanic, it would be better if the trade goods doesn't use up a tile.
Reply #5 Top
Does everything need an RP reason?
Reply #6 Top
i'd also like to see that tile freed after production
as it is, i hate to build trade goods on my manufactoring capital since i better use the space for factories
if they wont take space, my capital could start crack out trade goods and ships instead of ships only as it is right now ...