design : Dwaven Tradehouse

daladinn

Prince
Joined
Aug 23, 2006
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435
The Dwarven Tradehouse is a Wonder that they are given in their capital that they can move for the same cost as moving the palace. It comes free with the starting city for the khazad and is buildable via construction for the luchirp.

Dwarven Tradehouse
-40% gold income
+10% gold income per copper
+10% gold income per iron
+10% gold income per gems
+10% gold income per gold
+50% gold income per mithril

the basis for this -- this simulates the ability of the dwarfs to trade away excess metals for a profit. the initial penalty is to offset the bonus provided by the first of each of the first 4 metals. i threw in the large boost for mithril because by that time the dwarfs are normally in a vary bad money crunch. i do expect the numbers to be adjusted based on playtest though.
 
I find it is the early game where the dwarves are most in need of money - usually before they have copper even. This would amount to a 40% reduction in gold at the start of the game - somewhat crippling.
 
Like this the dwarves would always loose gold unless they had ALL of the first four resources and would never gain anything unless they had ALL of them including mithril. A very bad deal if you ask me.
 
Like this the dwarves would always loose gold unless they had ALL of the first four resources and would never gain anything unless they had ALL of them including mithril. A very bad deal if you ask me.

I wouldn't say so...

It was per resource so having just five of one kind would start to see a profit, which doesn't seem hard when they start with a gold, and then theres usually about one copper per civ maybe more if their lucky, then its always gold and gems that can be found quite easily aswell...

Actually it seems kind of overpowered now, Dwarves with a load of earth mana and RoK and then this building:eek:
 
ok guys , some of you are forgetting how the system works....

in the beginning if your running 100% research then you have 0 (zero) coins being made 0 x (-40%) = 0

this will not effect the palace gold at all unless your running at a lower research rate. then you start seeing issues similar to the barbarian leaders with their -10% penalty to research.

in reality its closer to being overpowered. but i was looking to a theme based way to handle having all those metals as dwarves as well as give the players a reason to "desire" to hold onto them
 
A significant potential for abuse is the Runes Mines wonder that grants 3 iron...thats an immediate bonus of 30%, which the Khazad are honestly gonna race to build in most circumstances anyways. There already is the dwarven smithy that creates additional hammers based on the metals, and if the player converts hammers to gold, its a pretty sick amount, even at the 50% penalty.
 
I'm not really a fan. Thematically, Dwarves aren't usually traders (well, the Luchuirp are, but the Khazad have traditionally been Xenophobic and so unwilling to trade with their neighbors, and their leaders are judged by teir ability to AMASS gold, not trade it away)

I think that what the Khazad need is more synergy with the mountains. In .25 I added a (RoK) building that, upon completion, caused the peaks in the cities radius to have a random chance to gain a mine/quarry and gold/iron/copper/mithril/gems/marble/shuet stone (I couldn't figure out how to place roads in python for some reason, but I could make it so that roads could be built on peaks and so only dwarven workers could move impassible in order to build them). However, I think thst this would be better implemented in Shadow as an empirewide effect of their Worldspell (along with roads connecting the resources). It certainly beats +10 gold per mine, and would be something that would make you want to wait until you have enogh peaks in your territory.
 
Yeah, I would definitely rather see a corporation that can be founded by anyone, but with some sort of advantage to dwarves (like +50% build speed for Ingenuity and for Gold, or else put it on a tech that dwarves are more likely to go for quickly), and have the corporation allow trading of metal resources.

Anything to have some guilds that are more like BTS corps and less like the random occasional bonuses that guilds are now.
 
ok guys , some of you are forgetting how the system works....

in the beginning if your running 100% research then you have 0 (zero) coins being made 0 x (-40%) = 0

this will not effect the palace gold at all unless your running at a lower research rate. then you start seeing issues similar to the barbarian leaders with their -10% penalty to research.

in reality its closer to being overpowered. but i was looking to a theme based way to handle having all those metals as dwarves as well as give the players a reason to "desire" to hold onto them

Who runs 100% science with Kazhad early? You need all the gold you can get for expansion, otherwise you *have* to turtle... and turtling is boring. Enter. Enter. Enter. Enter. Unit moves. Enter. Enter. Enter.
 
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