Commodities/Trade Goods Suggestions

Started by palandus, December 13, 2013, 01:03:51 PM

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palandus

My other threads:
"Firearm Suggestions" http://ludeon.com/forums/index.php?topic=1423
"Research Suggestions" http://ludeon.com/forums/index.php?topic=1424
"Skills and Traits Suggestions" http://ludeon.com/forums/index.php?topic=1425
"Equipment Suggestions" http://ludeon.com/forums/index.php?topic=1426.0
"Class Based Suggestions" http://ludeon.com/forums/index.php?topic=1439.0
"Furniture Suggestions" http://ludeon.com/forums/index.php?topic=1419.0


Here is a list of different ideas for trade goods or commodities:

Consumables:
-> Spices = Adds a bit of flavor to unprocessed food and to nutrient paste. Increases morale a bit by adding it.
-> Coffee = Helps to stave off sleepiness allowing people to work later into the night. Provides a morale boost.
-> Chocolate = Consuming it provides a large morale boost due to its rarity. Most colonists will save it for a day when they are feeling really poorly as a pick-me up.
-> Alcohol = What better way to remove yourself from the sorrows of life: Get completely smashed. Getting drunk causes the colonist to stumble around, possibly get into fights, but if arrested instead of going to prison, they simply haul them to bed. Completely removes all negative effects negating a potential mental breakdown. Nasty hangover in the morning though.
-> Fruit = A delicious alternative to nutrient paste. (could incorporate Raspberries into the fruit category). Provides the same benefit but with a positive morale boost for eating.

Trade Goods:
-> Silk = Nice and smooth and pretty. Could be used to make a lot of pretty clothing, tapestries, rugs, etc...
-> Wool = Nice and warm and plush. Could be used to create warm clothing, furniture, comfortable beds and comfortable pillows.
-> Diamond = A beautiful clear chunk of condensed carbon. Could be used to adorn jewelry, or possibly to create extremely effective mining and constructing tools.
-> Gold = A beautiful yellowish material that is extremely malluable and highly conductive (better than copper). Could be used to create jewelry or used to make better circuitry for machinery.

Medicine:
-> Antibiotics = For fighting off flus, diseases and viruses.
-> Sedatives = For calming people down suffering from mental breakdowns or coming close to a meltdown.
-> Adrenaline = For stabilizing bleeding colonists or prisoners.  Prevents them from suffering further bleeding damage.
-> Defiblrator = For reviving recently died colonists or potential prisoners (ones with yellow exclamation overtop before dying; doesn't work on any raider, just potential prisoners). 50% chance of success per Defib.