Electricity as goods for trade

Started by giannikampa, March 17, 2015, 10:23:35 AM

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JimmyAgnt007

#15
Quote from: b0rsuk on March 17, 2015, 06:58:46 PM
Quote from: JimmyAgnt007 on March 17, 2015, 06:31:16 PM
maybe make them hard to produce, require something rare like gold or uranium to make.

At which point you've invented a convoluted way to sell uranium or gold.

Yea, that would be silly, next thing you know we would be making other stuff to sell like art or weapon smithing.

I dont really think it should be a trade good at all, just if we were going to make it one, this would be how id do it.  Settlements are too far apart for SimCity style connections.  Maybe a microwave satellite network.  Beam power into space and back down to a different location.  That seems like it would be too much hassle as well.

Mathenaut

Quote from: JimmyAgnt007 on March 19, 2015, 02:57:41 PM
Yea, that would be silly, next thing you know we would be making other stuff to sell like art or weapon smithing.

Art and weaponsmithing would be a far more productive use of that uranium or gold, though. Which would defeat the point/purpose of this proposal.

JimmyAgnt007

that depends on the balance behind the fictional battery. 

Johnny Masters

#18
I could see a scenario or a biome where either wind or solar power is inefficient or impossible (or both), and the discussed battery could have its own niche, or good old gas/fuel. For me, exploding rats opens precedent to a lot of things in this game.

Although i like the microwave redirection thing, it requires a global infra-structure that pushes the game further into the "its not really a rimworld afterall". Not that i really care, but it might bother some.