Consumer Goods: Difference between revisions
From Rise: The Vieneo Province
(New page: Consumer Goods represent the durable electronics industry. These are for trade between players and also factor into the cost of new vehicles. They are not currently necessary for day to ...) |
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Consumer Goods represent the durable electronics industry. These are for trade between players and also factor into the cost of new vehicles. They are not currently necessary for day to day use of colonists (unlike non-durable goods) | Consumer Goods represent the durable electronics industry. These are for trade between players and also factor into the cost of new vehicles. They are consumed by colonists but, not currently necessary for day to day use of colonists (unlike non-durable goods). | ||
Since the amount is constant, it is a good overall indicator of the economic stability. As the game proves the underlying economic theory, the Consumer Goods may take a new direction. | <s> Since the amount is constant, it is a good overall indicator of the economic stability. As the game proves the underlying economic theory, the Consumer Goods may take a new direction.</s> | ||
==Known Issues== | |||
<mantis>bugid=1809</mantis> | |||
[[Category:Commodities]] | [[Category:Commodities]] | ||
Latest revision as of 16:12, 24 October 2020
Consumer Goods represent the durable electronics industry. These are for trade between players and also factor into the cost of new vehicles. They are consumed by colonists but, not currently necessary for day to day use of colonists (unlike non-durable goods).
Since the amount is constant, it is a good overall indicator of the economic stability. As the game proves the underlying economic theory, the Consumer Goods may take a new direction.
Known Issues
| 0001809 | Economy | feature | closed (reskin) | 2021-01-02 | Bringing Consumer Goods online (production and consumption) |