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August 08, 2017, 02:40 PM
#1
Economics Proposals
1. Building upgrades should be available for every province/shire, not just a single province which affects all aspects of a character's income, defenses, or manpower.
-Allows for province customization (some might be better suited for a defensive haven, some for pure economic output, some for nothing reflecting their low overall value)
-Province values will be increased by something more than just their raw economic value by merit of the buildings situated thereupon.
-Allows for more strategic warfare, taking out certain upgrades to hurt your opponents
-allows for generally more micromanagement in general without hurting those who do not enjoy such micromanagement (hoarding money instead of spending it on upgrades will allow someone to purchase a sudden flood of troops that will probably offset defensive bonuses, for example.)
2. In order to implement the above proposal, the cost of each tier's upgrades in buildings should be reduced to 25% of their current cost (IE for Tier I, 250 instead of 1,000).
-This still ensures that most provinces will have to use 2x its income in order to upgrade. Richer provinces may be able to upgrade faster but this is reflected by their individual value instead of some sort of net bonus.
3. Reduce upkeep costs of units to 75% of their recruitment costs.
-This high level of upkeep will still serve the purpose of preventing large armies without causing total income to represent an absolute cap not only on recruiting more soldiers, but foreclosing any other economic activity in the meantime. This still reflects a decent cost between guns and butter and allows for defensive minded players to defend themselves without being caught with their pants down against a 100%, all in opponent.
4. Eliminate building/year build cap
-Allows for more massive scale province management. Upside is more buildings can be built per year, downside is you have much less liquid capital.
-Allows for more freedom in how a character chooses to spend money (why have a building cap, but not a recruitment cap, for example?)
Last edited by Pontifex Maximus; August 08, 2017 at 02:51 PM.
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August 08, 2017, 04:03 PM
#2
Re: Economics Proposals
These only look like a benefit, so, as discussed on discord, we'll try and implement them this in game year.
Last edited by Gandalfus; August 08, 2017 at 04:08 PM.
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