On the "Rush / Lease" argument:
Why not go for a balanced approach here? Require at least a certain amount of actual work (50%?) be done before allowing the Rush option? And then charge the lease price as if financing the Trade Good from the start? (subtract 50% from current percentage of work).
Some sort of slow down that would show that you had to work for the Trade Good.
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Also, are Trade Goods something that is traded, or given? Bear with me, please. I develop a Trade Good, Aphrodisiacs, and want to use it as a Trade Good. I offer it to the Scottlings. Later the Scottlings go to war with me. Since trade would be severed by the war, do they still have the Aphrodisiacs?
Or, after the trade is made, can the Scottlings then trade the Aphrodisiacs to others?
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My views on these situations are that the Trade Goods are just that: TRADE GOODS. The creator is the only source of them, making them only useful as long as trade is flowing. Thus only the creator could offer them for trade. This option would make the lower value of the trade goods sensible. It would also make changes to the way trade goods are traded necessary. Trade goods would be traded on a set limited basis (X number of turns duration at Y amount of pay per turn, and/or lump payment in advance/after). Such a negotiation would be a major change to the games trade, but would be a fresh change.
This method could also be useful in other trades, negotiating trade pacts that included such terms as time, per turn, lump sum, advance/after, as well as other factors as access to resources...
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Back on the trade goods...
Perhaps I am seeing to much in trade (been playing trade empires for too long...) but it could be changed into something that is ongoing rather than one time. This would allow for more diplomatic relations, and make being on the right side important in a fight... (Oops, there goes the TriStron bonus...)
IMO
P.S.: Regarding the "I'm not being rude, you are" posts: Get a life.