Immaculate
unerring
- Joined
- Jan 22, 2003
- Messages
- 7,623
Thus, we have an extra trade route. Jopa/Immac, could you send it off to the Svartalfar?
Will update the above post.
Thus, we have an extra trade route. Jopa/Immac, could you send it off to the Svartalfar?
Craftmanship civic:
1/2 price on 'industry' buildings like tanneries and breweries.
these are (normally 60gold to produce and now are 30) and produce 2gpt.
+2 gold from markets and ports.
Gold: +5 stability, mines in province give +4 gold instead of their normal benefits
Gems: +4 stability, mines in province give +4 gold instead of their normal benefits
Silk: +3 stability, farms in province give +4 gold instead of their normal benefits
Spices: +3 stability, farms in province give +3 gold instead of their normal benefits
Wheat: +2 stability, +10 commerce limit, farms in province increase comerce limit by additional 5
Livestock: +2 stability, +10 commerce limit, farms in province increase comerce limit by additional 5
Marble: -10% construction costs, mines in province give +2 gold and -10% construction costs reduction instead of their normal benefits
Copper: +5% army efficiency, mines in province give +1 gold and -15% construction costs reduction instead of their normal benefits
Iron: +10% army efficiency (obsoletes copper) mines in province give +1 gold and -15% construction costs reduction instead of their normal benefits
Mythril: +15% army efficiency (obsoletes iron) mines in province give +2 gold and -15% construction costs reduction instead of their normal benefits
Gold: +4 stability, mines in province produce extra 2 gpt
Gems: +4 stability, mines in province produce extra 2 gpt
Silk: +3 stability, farms in province produce extra 1 gpt
Spices: +3 stability, farms in province produce extra 1 gpt
Wheat: +2 stability, +10 commerce limit, farms in province increase comerce limit by additional +5
Livestock: +2 stability, +10 commerce limit, farms in province increase comerce limit by additional +5
Marble: -10% construction costs, mines in province reduce construction costs by extra +5%
Copper: +5% army efficiency, mines in province reduce construction costs by extra +5%
Iron: +10% army efficiency (obsoletes copper) mines in province reduce construction costs by extra +5%
Mythril: +15% army efficiency (obsoletes iron) mines in province reduce construction costs by extra +5%
On the other hand, you have some resources, which is more than some can claim. It looks like it's "just" one less gold per mithril mine with the new version. The good side is it'll make things easier in terms of commerce limits.It's just that this change hurts me a little more t
Not if I read this right:It's two less gold per mythril mine
It's 2 gold and 15% instead of2 gold and -15% construction costs reduction instead of their normal benefits
so it should be only 1 gold difference.+1 gold per turn, decreases building costs in province by 10%
Not if I read this right:
It's 2 gold and 15% instead so it should be only 1 gold difference.
But it's bickering, I understand it will make a big difference for you.
I also believe that there are some people with and some without resources, and the effect of mithril and gold for instance is huge, and that without a comparable resource of your own, well, it sucks, whatever the system chosen.
Mythril: +15% army efficiency (obsoletes iron) mines in province reduce construction costs by additional +5
implies that the default mine effect ofreduce construction costs by additional +5
still applies.+1 gold per turn, decreases building costs in province by 10%