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Thread: Fine tuning building costs / construction time

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  1. #1

    Default Fine tuning building costs / construction time

    The real cost to construct buildings is its cost per turn. Divide building cost / time to construct. The only way to get your empire's build queue unstalled is to get your profit per turn / # provinces to be > the average cost per turn of your buildings. Progressive from early to late buildings in any given building line, the cost/turn should gradually increase. In TLR, there is no rational progression at all for cost/turn in any of the building lines. Worse, the overall tendancy is for the later buildings to be cheaper, while some of the earliest are the most expensive. For example, small church cost is 5k, construction time 3, for a cost per turn of 1666 florins. Pretty much guaranteed to stall any build queue in a mod where its can be very difficult to afford more than about 500 per turn per building for your empire.

  2. #2
    tornnight's Avatar Forum Bot
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    Default Re: Fine tuning building costs / construction time

    I agree that I need to revisit it to fine tune it.

    However, the big limitation I was trying to work around is the fact that the AI doesn't have any programming to tell it to save for a high cost building. That is the reason I had to cap the cost for the later buildings.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  3. #3

    Default Re: Fine tuning building costs / construction time

    i play TLR 1.9 on M/M
    i find it very easy, no mater what country i start with.
    the problem is i feel no need to build adavnced buildings.

    i transform all of my regions in towns, i build everywhere dirt roads, grain exchange, town watch, stable and bowyer. i build ports if i have the money, mostly for ships. if i play with catholics i build small churches to train priest to control the cardinal college (in my last campaign with venice i had 12 cardinals).

    and that's it!

    i never feel the need to build anything else: i train lots of merchants. i hire all the mercenaries i find. i train lots of militia infantry and peasent archers. and i start to conquer everything. if i suffer a major defeat, in 4 turns i raise another full stack. i simply overwhelm the AI with numbers. i use crusades to hire heavy cavalry and infantry. and in no time i raise a 25 province empire. then i get bored and start another campaign.

    my suggestions: less mercenaries, more expensive troops, higher maintaing cost and lower building cost.

    p.s. i know this is not the right place to write this, but it has a connection with building cost/time

  4. #4
    tornnight's Avatar Forum Bot
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    Default Re: Fine tuning building costs / construction time

    Thats a seperate issue that has to do with the fact that the armor system is wacky/broken.

    I do like the idea of a more equalized maintenance cost though. Hmm.

    Suffice to say that I'd like to make higher armored units have more defense. But first I need a way to fix armor upgrades. I'm going to make a decision regarding that after the 1.2 patch.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

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