After playing a 4 hour long game where I produced thousands of liters of rum and enough clothes to dress all the population of europe, I thought : why I am doing this ?? Why I am doing al this micro to harvest sugar, processing that into rum, shipping it over the big lake and then sell it with a ridicilous 40% tax on it ?? Just so I can buy another distiller to produce more rum which will get even taxed more over time ? Slowly an idea started and I want to know your opinion, if it could work and what I could be overlooking.
The idea is to focus in the game only on the end goal and the means to reach that and thereby completely ingoring the commercial aspect. The end goal is independence and for that we need :
Thats it, nothing else needed. No sugar, tobacco, rum etc.
Advantage :
Downside is that you still need a bit of money to buy eg a blacksmith or a preacher as they are not available from the native's. (or wait and get lucky at the docks). But scouting is a good alternative income source for this. And once you get the first specialist, set up a schoolhouse and teach the rest yourself.
Any thoughts / ideas about this ?
The idea is to focus in the game only on the end goal and the means to reach that and thereby completely ingoring the commercial aspect. The end goal is independence and for that we need :
- Food, feeding the population.
- Bells, for getting that indepence feeling.
- Crosses, to convince the others to join in.
- Tools, improving the land, necessary for guns.
- Guns, artillery, ships and horses for defeating the REF.
Thats it, nothing else needed. No sugar, tobacco, rum etc.
Advantage :
- Only 3 type's of raw material to worry about : food, wood, ore.
- Less goods -> less transport necessary. With your first caravel you will make it a long way because you only have to get the occasional colonist from the docks.
- King's upping the tax rate ? Fine, just throw another cotton party because your economy does not depent on cotton at all. In this case you need bells and crosses, and there isnt a tax on that.
- No diminishing returns, in a commercial economy you invest alot and over time you get less return because of the tax increase. Therefore you have to keep increasing your production to get the same amount of money. (And not to mention price drops because of over production)
- No more waiting untill that rum factory is finally finished in your 1
commercial city. In this strategy almost every town will have a carpenter and can focus on buildings like schools and arsenals.
- Less food used by commercial people = more food to grow your colony.
Downside is that you still need a bit of money to buy eg a blacksmith or a preacher as they are not available from the native's. (or wait and get lucky at the docks). But scouting is a good alternative income source for this. And once you get the first specialist, set up a schoolhouse and teach the rest yourself.
Any thoughts / ideas about this ?