Nor'easter
Emperor
- Joined
- Feb 25, 2007
- Messages
- 1,909
I've played a bit more and I'm still finding it much more difficult to sustain my economy in MoM than I did in earlier versions of WM. I don't know what other people are experiencing, but I've had situations where I've been barely breaking even or have even been running a slight deficit with my Science Slider all the way down to 10%! That never happened to me before.
I know I haven't fully gotten the hang of the new improvement system yet, but I'll be somewhat immodest and suggest that some re-balancing might help. Essentially, the new system simultaneously decreases income by limiting the number of improvements while increasing your expenses by having the improvements cost gold.
So here are some thoughts on possible re-balancing measures, either alone or in some combination:
1) In a post in the "main" MoM thread I suggested reducing Inflation to balance things. It would be a relatively simple across-the-board measure, which wouldn't otherwise affect the improvement system.
2) Increase the commerce yield of commerce-yielding improvements: Cottages, Plantations, Windmills, Camps. This might be a way to compensate for having fewer such improvements.
3) Increase the growth rate of Cottages. Again, a way to compensate for having fewer Cottages.
4) Eliminate the health penalty for Cottages. A health penalty doesn't seem necessary since Cottages, like other improvements, already cost gold. Giving them an additional negative seems excessive.
5) Reduce the gold cost of improvements. Again, a way to reduce the double-whammy of decreased income plus increased expenses.
Anyway, just some thoughts on how things might be re-balanced a bit without fundamentally altering the new improvement system. I do like the idea that having several unimproved tiles better suits a fantasy setting, so I was trying to work within that system.
I'm enjoying the mod very much, meanwhile. These are just some thoughts based on what I've experienced so far. Hope the development team finds them helpful.
I know I haven't fully gotten the hang of the new improvement system yet, but I'll be somewhat immodest and suggest that some re-balancing might help. Essentially, the new system simultaneously decreases income by limiting the number of improvements while increasing your expenses by having the improvements cost gold.
So here are some thoughts on possible re-balancing measures, either alone or in some combination:
1) In a post in the "main" MoM thread I suggested reducing Inflation to balance things. It would be a relatively simple across-the-board measure, which wouldn't otherwise affect the improvement system.
2) Increase the commerce yield of commerce-yielding improvements: Cottages, Plantations, Windmills, Camps. This might be a way to compensate for having fewer such improvements.
3) Increase the growth rate of Cottages. Again, a way to compensate for having fewer Cottages.
4) Eliminate the health penalty for Cottages. A health penalty doesn't seem necessary since Cottages, like other improvements, already cost gold. Giving them an additional negative seems excessive.
5) Reduce the gold cost of improvements. Again, a way to reduce the double-whammy of decreased income plus increased expenses.
Anyway, just some thoughts on how things might be re-balanced a bit without fundamentally altering the new improvement system. I do like the idea that having several unimproved tiles better suits a fantasy setting, so I was trying to work within that system.
I'm enjoying the mod very much, meanwhile. These are just some thoughts based on what I've experienced so far. Hope the development team finds them helpful.