Dodgy craftsmen production?
Posted: Sat Dec 22, 2012 12:37 pm
I recently noticed in my single player GC that Chile and the Caribbean are exporting increasingly large quantities of tea. I am fairly sure you can't/didn't grow tea in these regions, so this might be craftsmen production gone wrong. I have complained about this addition to the game before, but it seems it becomes more of a problem the further I get through the game. With the new "businessman emergence" there is practically no demand for anything other than opium, silk and oddly rice.
This actually removes a large part of new colonialism's rationale - the pursuit of new markets. Why bother conquering new regions if the economic benefits are undercut by the cottage steel industry etc. Surely the solution to the instability problem would be to remove intrinsic demand for industrial goods in countries which don't have access to international trade. For example, native peoples would not be interested in buying advanced machinery (or whatever Mfg. is) if they had no idea of its existence or availability.
Lastly, I have sunk dozens of hours into my current PON game so a fix of some sort which DOES have an effect on ongoing games would be much appreciated.
This actually removes a large part of new colonialism's rationale - the pursuit of new markets. Why bother conquering new regions if the economic benefits are undercut by the cottage steel industry etc. Surely the solution to the instability problem would be to remove intrinsic demand for industrial goods in countries which don't have access to international trade. For example, native peoples would not be interested in buying advanced machinery (or whatever Mfg. is) if they had no idea of its existence or availability.
Lastly, I have sunk dozens of hours into my current PON game so a fix of some sort which DOES have an effect on ongoing games would be much appreciated.
