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But I'm a bit hopeful that it might help to eliminate dead stock of manufactured goods in the early stages of the project.
I think the more familiar you are with this game, the more you will be making middle class and above living goods and food from the early stages of the game with an eye on the middle and later stages. Beer is a typical example. You have no use for it until you build a tavern, and every time you make a keg of the prerequisite item or a finished beer, you drain the treasury as a resource purchase.
Knowing this, I would still build it because of the cute uniforms of the brewery and tavern and because I want to see a beer festival when fall arrives.
Also, as the status of Ratizens rises, the production rate increases, supply exceeds demand, and bags and other household items accumulate as dead stock.
Currently, until we started trade, the only way to prevent these problems was to force Ratizens to pay high taxes to collect them, but I hope that this can be sold by the trading post.
In the early stages, it became very easy to sell surplus items such as daily necessities and beer. It's also nice to be able to get papyrus and tree seeds.
In the early stages of the game, it was always difficult to explore the map for trading because the cost was too high. I think that trading has now become end content, which is probably the developer's intention.
I'm looking forward to future updates to the trading post.
I want rare merchants to visit and sell special items with a low probability. For example, it would be great if there were exotic costumes for leaders or "rat trading" like in the previous game, Ratropolis. I want the cute residents of Rattella to live in our country.
Of course, it would be nice if we could form alliances and emigrate peacefully.
Edit
I understand we're talking two types of trading. well having two sources of trade is still good, especially with the one you build resets on a daily basis.