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December 6th, 2007, 01:56 AM
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Major
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Join Date: Jan 2006
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Re: Learning to love Resources
Production would be way better if resources saved up in a province.
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December 6th, 2007, 03:49 AM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
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Re: Learning to love Resources
Quote:
KissBlade said:
Production would be way better if resources saved up in a province.
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Someone mentioned the idea of upgrading troop's weapons and armor. I really liked this notion myself.
The problem is that gold accumulates and can be spent on many different things, so more gold income is always a benefit. Production is lost when not used, so a high production becomes a waste towards the end game. Would be nice if it did something. I was thinking also that production could provide a small amount of "free units" that would be produced without cost every turn, not automatically, just as a couple in the front of the production que worth X amount of resources.
Jazzepi
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December 6th, 2007, 10:13 PM
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Join Date: May 2004
Location: Seattle, WA
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Re: Learning to love Resources
What if unspent production slowly added to province defense? Up to a level of half the max resources, say? With a cap of something like 30.
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December 7th, 2007, 01:01 AM
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Join Date: Oct 2007
Location: Poland
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Re: Learning to love Resources
You mean 50% of resources would be treated as gold investment into PD? So 30 unspent resources would be like 15 gold put into PD?
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December 7th, 2007, 01:30 AM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
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Re: Learning to love Resources
And the conscription bonus of T'ien Ch'i increases the unspent resources by order * dominion strength for this purpose  ?
This is actually a good proposal that would work well, I think. It would help to reduce the prevalence of small forces raiding, which I found annoying on a micromanagement basis.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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December 7th, 2007, 01:34 AM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
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Re: Learning to love Resources
But how would Productivity work here? What base values and what bonuses? Just giving that with productivity 0 could really change game balance. And if it worked only with prod scale then what about sloth?
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December 7th, 2007, 01:46 AM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
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Re: Learning to love Resources
How's this for a proposal:
Sloth -3 =
-45% resources,
unspent resources do not accumulate towards province defense, province defense has a 15% chance of degrading 1 pt each turn,
building costs increased by 30%,
forts take an additional turn to construct,
Sloth -2 =
-30% resources,
unspent resources do not accumulate towards province defense, province defense has a 10% chance of degrading 1 pt each turn,
building costs increased by 20%,
forts take an extra turn to construct.
Sloth -1 =
-15% resources,
unspent resources do not accumulate towards province defense, province defense has a 5% chance of degrading 1 pt each turn,
building costs increased by 10%.
Prod +1 =
+15% resources,
10% of unspent available resources accumulate towards province defense,
building costs reduced by 10%.
Prod +2 =
+30% resources,
20% of unspent available resources accumulate towards province defense,
building costs reduced by 20%,
fort construction time reduced by 1 turn.
Prod +3 =
+45% resources,
30% of unspent available resources accumulate towards province defense,
building costs reduced by 30%,
fort construction time reduced by 1 turn.
Available resources exclude hidden resources and include resources brought into the province by forts.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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