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However, I just find randomised building options a frustrating system.
I always find it was a pitty that a game with such a given scope( see alone the pure amount of buildings ) and potential in economics wasn't implemented in a way that any planning of economics is needed by the player.
But all in all it was a great game, loved it!
Cheers Chris
I did several runs establishing succesfully this system making lots of money, though as i told by looking more for an area of provinces than on a single province for a better "yield" out of the random generator.
So you can kinda influence the random buildings focus of a province over time. If i remember right this was also written in the manual. I used that system with my trade idea on several runs when i played this game and it worked quite well. Though i have to admit you can be here and there "unlucky" and don't get the buildings you want asap.
If you are playing a trading nation, then you just get so good at trading that trading limitations are just early-game mechanics. Build the right trade boosting and TR boosting structures and you will have so much cash you will have no idea what to do with it.
The only thing that I could forsee changing is that a region could send out merchants to export excess goods to another needy region along the way to pick up goods from another nation, and then come back. Dont know if Pocus has thought on how that could be modeled in game...