Hello everyone,
I am about to release another stand-alone mini-mod (Total Economy). This time my area of focus will be building management and its impact on the economy.
Playing the campaign again and again, I have noticed that the law of diminishing returns applies to the buildings.
Specifically, I have noticed:
What I would like to do:
- High level farms and trade centres, as well as many other non-financial buildings cost a whole lot of gold for an over 250 turns payback (i.e. merchants quarter may often have a payback over 500 turns).
- Low level 1-3 non-military buildings are usually the most efficient within a frame of 150-200 turns, which the campaign lasts.
- Almost explicitly high level non-military buildings are not needed. It seems they only exist to sit there and look pretty.
- I click them randomly when I have too much money and try to conquer the whole map.
- Corruption may often work out to incredible sums without offering any option to the player to counter it, or apply any particular building management strategy to reduce it. Often corruption may exceed 60% even with an optimised capital location, with a good governor and all the series of "town hall" and "town watch" buildings constructed.
- It is obvious that many buildings have been designed with an agent orientated purpose. Since, many agents have been removed buildings like high level "trade centres" and "temples" do little, or no good.
- The buildings are not balanced. Some buildings are incredibly overpowered for little money (such as merchant warf series and low level 1 mines), while some others are incredibly underpowered for a ridiculous amount of gold (10k+ for a profit margin of 20gold/turn...).
I would appreciate your feedback. As always, I will implement all good ideas which are realistic.
- Rebalance all buildings (no more stupid 20gold/turn profit for a 10k building, no more 500gold/turn for a 2k building!).
- Make high tier buildings much more attractive comparing to low tier buildings.
- Offer building management strategies to counter extreme corruption (e.g. an organised road and port network may effectively decrease the distance to capital and provide safer and better means of transportation, and hence reduce corruption. A university may attract more people towards education and studies and provide a small bonus against corruption and crime.)
- Encourage the human to spend more time on building management.
- Do it in a way that will not spoil the balance of TATW 1.3.
- Keep it "light" so anyone can combine it with any other sub-mod.
Many thanks,
Myshkin![]()





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