Commerce/ Gold Review

Azurian

The Azurian
Joined
Apr 10, 2012
Messages
2,092
Location
Florida, USA
IMO, the problem is all the :gold: produced by buildings. If that was changed to :commerce: then there would be no way you could run 100% science and would give more legit thought into breaking the % values down.

This might require adjustments to the tech costs.

However, I brought this up a year or so ago and was told this arguement was waged way before then and settled in favor of :gold:.

This is a very very good idea. I think we should convert the :gold: to :commerce: of some buildings. At the moment :commerce: is incredibly rare .

+,:commerce:
The building makes a physical item that is made for trade or consumption.

+ :gold:
The building produces profits, is a bank or financial firm, and/or is able to be taxed by the government.

- :gold:
Can represent maintenance, research or cultural grants, and cost of research and development for labs.

- :gold:
Units, in he form of wages or weapon/training maintenance.
Spoiler :

I can visualize about 60- 70% of buildings that currently produce :gold: can be shifted to produce ,:commerce: instead.

For starters, the prehistoric buildings, the insects, and birds I did should produce +,:commerce: instead of :gold.

Before Classical and Currency, majority of buildings should produce +:commerce: instead of :gold:


I can easy do this in Notepad++ to change building values if I had a list.
 
The reason it is incredibly rare is because :commerce: ends up providing more money than :gold:. We had it that way to start with and people were complaining of 20000+ in the ancient era!
 
The reason it is incredibly rare is because :commerce: ends up providing more money than :gold:. We had it that way to start with and people were complaining of 20000+ in the ancient era!

Wow! Well can we require a minimum :gold: cost per unit.

Wonders require a minimum maintenance level like 5%-20%. It can be easily done with the Maintenance tag, ( I used it in the Grand Festivals). That would stop the human player from snowballing with Unlimited Wonders option.

We can have the same with state religions, every region in your city has a 5% maintenance.

Also can we establish -:gold: % per population using properties? For example every X Population level you get -1% .
 
It is rare because it does not make sense for a building to provide commerce anyway.
In fact, the only building that does it is palace itself just to provide a headstart.

Commerce is simply broken down into the various types such as research or espionage which is what buildings are producing.
Producing commerce itself is not sensible.
 
Producing commerce itself is not sensible.

With respect, I don't know how you can say that. The obvious counterargument is that it's what cottages, mines and plantations produce (no improvements produce gold afaik). If it makes sense for them, it makes just as much sense for buildings. Specialists also produce commerce - not sure if any produce gold. And many specialists are 'associated' with buildings, in that they get their slot from one.
 
Specialists also produce commerce - not sure if any produce gold. And many specialists are 'associated' with buildings, in that they get their slot from one.

Priests and merchants produce gold (1 and 3, respectively). Nobles and slaves produce commerce (2 and 3).

For settled great people, priests, artists, merchants, generals, and celebrities produce gold. The only ones which produce commerce are a settled slave or citizen (this one I don't even remember how you get).
 
This is a very very good idea. I think we should convert the :gold: to :commerce: of some buildings. At the moment :commerce: is incredibly rare .
[/SPOILER]

There is a reason for this. Early on in the game we had very weird results with :science:, :culture: generated as well as :gold:, when all that was wanted was :gold:.

If I can dig up the old topic on this I will.

Just take my world for it and know that having rare :commerce: was a very good thing for the mod. Converting most everything to :gold: was something that help balance a ton.

The other things we changed were not using too much of % and not using maintenance too much. Note that maintenance was huge killed when it came to corporations. And % can get crazy with too much. I still think we have too many % buildings. Especially wonders.

Also there is trade and trade routes to worry about that can lead to UBER gold.
 
With respect, I don't know how you can say that. The obvious counterargument is that it's what cottages, mines and plantations produce (no improvements produce gold afaik). If it makes sense for them, it makes just as much sense for buildings. Specialists also produce commerce - not sure if any produce gold. And many specialists are 'associated' with buildings, in that they get their slot from one.

Simple.
The land produces Yield, one of which is Commerce.
Improvements, as the name states, improves the land, thus providing more yield.
Thus, it is sensible improvements provide more commerce.

Commerce itself is then split into the 4 types, including Gold which is why they are refered to as Commerce Types.
Basically, due to the Commerce Sliders, if the first 3 types do not add up to 100%, the rest of the Commerce is kept as Gold.

Thus, all Buildings AND Specialists in BTS produces various types of Commerce but NOT Commerce directly. The only exception as mentioned is the Palace itself so that you don't take 100 turns to struggle through the first tech...
Those examples you all provide are simply newly added stuff into ROM/AND.
 
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