Closed danclave closed 1 year ago
Raw resources:
Industrial Goods
Consumer Goods
Services [Only those marked with * are service goods, the rest are normal goods]
Special Goods
Military Goods
Transportation Goods
Added uranium to the list since its an essential strategic resource for modern nations. Also added more military goods to represent arms trade.
Updated list to include more goods. Included explanation for Real Estate system.
Here is a list of goods that could be considered for adding:
Raw resources
Phosphorous Critical component of modern fertilizer. Limited reserves in only a few specific locations. Currently Sulfur plays the role of the chemical fertilizer component in the base game. Natural Gas Used as a energy resource as well as various industrial applications. Could be rolled up into oil if needed, but as an energy source it's considerably less polluting. Generally difficult to export or import without special infrastructure such as pipelines or LNG ports. Not sure if this can be represented through game mechanics. Bauxite Main purpose is making aluminum and it's used in hydraulic fracking. Could be rolled up into aluminum so that bauxite mines produce aluminum directly. Copper Mostly used in electrical wires, industrial machinery, roofing and plumbing. Also used as fungicides for agriculture purposes. Rare Minerals Combination of various minerals like gypsum, bentonite, mica, zirconium, scandium, terbium etc. Used for various applications like the creation of modern processers.
Industrial Goods (Or in modern terms: Capital Goods)
Plastic Mostly made from petroleum although more sustainable methods are emerging. Material used in a wide range of applications. Packaging the primary one. This good could replace the base game "glass". Can be both consumed by buildings and pops directly. (the latter reprinting things like plastic cutlery, not microplastics ) Aluminum Light weight metal. Second most produced metal in the modern world after iron. Used in a large variety of applications such as vehicles, machinery and equipment. Batteries Can be rolled up into a larger group of industrial electronic goods. Used for renewable energy, EVs and various other such applications. Power Tools Possibly just a reskin of the current tools. Alternatively, a 'luxury' form of the regular tools so that more complex production methods require gradually more power tools to normal tools. (Heavy) Machinery Valves, pumps, gas turbines, engine parts, excavation machinery, electrical motors, one of the largest export groups of many developed economies. Computers Represents a variety of things like personal computers, industrial supercomputers, servers and parts like electronic circuits, processors, etc. Consumed by buildings and pops both. Software Everything from apps to the software running nuclear power plants. Could be replaced by simply adding programmer-type jobs to buildings directly but separating it would allow for things such as showing the modern, SaS based IT structure as well as the outsourcing of IT in cases like India, Poland, Ukraine, etc. Financial services / investments / stocks Not meant for early development; A theoretical suggestion that a good is used to represent capital, both in the case of international investment and rich investors living in the capital while owning property in the countryside. Would replace the base game's very basic ownership system.
Consumer Goods
Electronic Consumer Goods Everything from toasters to cell phones. Pharmaceuticals Can be consumed by pops directly and possibly also by dedicated hospital buildings and military buildings. Hard Drugs Can be legal or illegal. (see opium mechanics in base game). Possibly can be used to model narco states and criminal activity if that is ever implemented as mechanics. Tourism Appears as a pop need at higher wealth levels. Can be exported to represent international tourism. Pops don't actually have to move locations, they just buy tourism goods in Germany that were produced elsewhere. Tourism buildings can be capped per state and throughput bonuses given through state based modifiers based on natural beauty, etc. Airports can either generate tourism or give a bonus to the tourism buildings in the state, as the state is now more accessible. Luxury vehicles To make for a meaningful difference between most cars produced in China and those produced in Germany right now. Electric vehicles If we really want to lean into ecological gameplay. There are possibly other ways to represent the adoption of EVs. Representing the pollution caused by cars will prove a challenge because generally pollution caused by goods is caused where they are produced and not where they are consumed. I have some ideas on how this could be fixed, if a fix is needed.
Military Goods
Basic Weaponry and Advanced Weaponry An idea for a basic vs advanced system that would allow for a large degree of detail using only 2 goods types. Basically, there are 2 generic categories for some goods, basic and advanced, and at the start of the timeline, military goods require mostly basic weaponry and a small amount of advanced weaponry. As they implement more advanced methods, the ratio of advanced weaponry becomes gradually higher. This makes it so that primitive economies can't reach advanced weaponry tactics by simply producing more basic weaponry. They either need to get a more advanced economy or import advanced weaponry from developed nations, who should be very stingy with these goods and only want to export them to friendly nations ( if this can be programmed ).