its basically a routine that should make when finishing a turn:
if city has curia + resource + X money
build invisible building trade node in X turns
else check the building completing
else do nothing
do this check every end turn.
however if you are going to go for a competitive AI this should make it more harder to code, since AI coding in itself is limited by the coder and the language. Basically for a competitive AI, it should realize that it benefits from that trade, and t should thrive to maintain, while the AI looks for strategic provinces already, this also shouldnt be too hard. However Im not a coder of AI.
But yes the concept is simple and we can believe that it should be easy to implement, for modders however this is completely a different matter.
However one thing crossed my mind, If I crumble my enemy economy without a cheat console, Im sincerely disliking this idea, in RTW I used to give large amounts of money to the enemy, so that it can still be competent in the battlefield.
