Ffh Nes Ii

EDIT: I should ask Immac first... Haha. Meant N.A.P. but I could use a nap too.

CONTRACT
The Sheaim people do so solemnly swear not to invade the Island of the Eekin

The Eekin people to so solemnly swear never to invade the Pale Isle (Island of the Sheaim).

Both before mentioned parties swear to give the necessary aid to each other in attempts to reach the Mainland

May Dagda bind us to our word.
 
Immaculate. why do you want them to go up?

Thomas

wouldn't that mean that they are going down?
currently they are 5/level, 10/level and 15/level
i said i was maybe, perhaps, considering them to be 4/level (agircultural), 8/level (domestic, industrial) and 12/level (trade)

"As the nations of erebus grow and reclaim more and more of the lands around them, as the wilds retreat in the constantly growing face of progress and civilization, as the world's cities and nations number more and more people, the exchange of knowledge, the secrets of labour, the cultural institutions relating to everyday life become more widespread. As a consequence, it becomes easier to find a farmer because these skills are becoming more common. it becomes easier to find a miner because the last generation of miners as trained a new one. it becomes easier to find a weaver- one has only to ask at the dye shop... and so... it costs less to train the workforces of erebus."

something like that... what do you, the players think? is it a cop-out or does it rectify a balance issue?

I.

EDIT: go ahead and have a nap tyrs... you have my permission HAHA!

EDIT 2: We too sign this contract
the Eekin
 
wouldn't that mean that they are going down?
currently they are 5/level, 10/level and 15/level
i said i was maybe, perhaps, considering them to be 4/level (agircultural), 8/level (domestic, industrial) and 12/level (trade)
Up, down, it's all a matter of perspective :p

"As the nations of erebus grow and reclaim more and more of the lands around them, as the wilds retreat in the constantly growing face of progress and civilization, as the world's cities and nations number more and more people, the exchange of knowledge, the secrets of labour, the cultural institutions relating to everyday life become more widespread. As a consequence, it becomes easier to find a farmer because these skills are becoming more common. it becomes easier to find a miner because the last generation of miners as trained a new one. it becomes easier to find a weaver- one has only to ask at the dye shop... and so... it costs less to train the workforces of erebus."

something like that... what do you, the players think? is it a cop-out or does it rectify a balance issue?

I.
I think it works, and seems natural...
 
The only question I'd have, Immac, is what happens to the prebuilt ones? Will we get refunded money, or will we just have to suck up the losses? If the money is refunded, what happens to places like Shroudane that were conquered (OK, so just Shroudane, whatever) - do I get that refund cash, or do the occupiers?

Don't get me wrong, I'm not against the idea - I just think these are points that should be considered a bit before making a change. Hopefully, considered and then ruled in my favor. ;)
 
The cost of production goes down for a civilization as it advances technologically. So when machines started replacing workers in the Industrial Revolution, did factory owners get back the money they paid their workers after having them replaced? I don't think it would make sense for us to get money back for previously built workers. Also, I think this is a good point for making the price reduction a benefit of one of the technologies.
 
i don't think i'll make it based on technology- its gonna be either everyone or no one.

there will be no refunds- (i thought about that already) IF this is implemented.
 
I like the idea, it doesn't feel like a copout. Refunds don't really make sense (nice as the money would be). Go for it!
 
Well, maybe make it cheeper depending on techs. So maybe a tech called 'Crop Rotation' does this: If the city has more than X pop and more than X of this workforce, that workforce will cost X less to hire or X less per level.

Then it will be in stats and will cost ever less as more such techs are found.

Also, will there be a bonus for first reseracher of a tech other than being first to use it?
 
Charles- yes- certain techs provide a benefit if you are the first to learn them - 'call from the planes' was one of them, so too was the 'ley lines' tech, so too was the first to develop a trade route.

so there's not only techs but also 'milestones'... who knows- maybe the first to build a (example) habour gets a bonus? or the first to build a sports arena... etc.

I have a list.
 
Oh yeah, and part of the story I forgot to add...

"...Of course, you are one of my apprentices, I have one thing to ask of you though..."

...

and the story continues from there, it is a small, but cruicial detail I overlooked during the editing process.
 
Also, I think there should be a limit to how much the workforces decrease by. Eventually, surely you'd get to below 1 gold, aka free if it was rounded down.
 
I don't think they will decrease any further than what i suggested above.

I.
 
I agree with lowering the prices to 4's (4/8/12) instead of 5's (5/10/15). You can quickly get to the point where the workers cost more than the improvements, and 25 years (1 turn) worth of income of a sovereign nation goes entirely to pay for the training of a farmer.
 
I do agree with the continual raising of prices as a rubberband mechanic; it makes it easier for someone to catch up to the leaders and makes a more interesting game. I think a better implementation would have been an increase in the price of improvements with a flat cost for workforces. As it stands now, new toys (techs) have a built-in penalty for what you already have.

Treastice on economic strategies:
Spoiler :
If I already have three cottages and I want a potter's workshop, the total cost of the PW is 35g + 40g for the workforce. At 5g per turn income, that potter's workshop pays for itself in 75g/5gpt = 15 turns, or by current lengths of 25 years per turn, 375 years. If you trade that pottery and have an open economy, this reduces to 75g/8gpt = 10 turns (250 years). This does not account for the building and workforce (40g + 15g workforce minimum) you need for the trade route if you are not running a trading civic.

If, however, my neighbor invests that 75 gold in military, he can take my cottages and pottery workshops in only two or three turns (see: Shroudane). That pays for itself in 75g/(3*4+5)gpt = 5 turns, or 125 years. There is no rubberband mechanic for military beyond the total pop cap, so it is easy for a relatively poor, backward nation to develop a military that can overwhelm a more advanced player. This is not necessarily a bad thing, as it mirrors what occurs in real life. Any trade heavy civilization has to form alliances as a counter to a more developed military opponent. Of course, over time the trading empire will outproduce and out tech the militant empire. (Think Lanun vs. Doviello)
 
Well, its definately too late to switch the sort of rubberband mechanic- i can't just go and make workforces cost all teh same and make buildings cost more... so we are stuck with what can be implemented as SMALL changes...
so far a small reduction in workforce costs seems the most reasonable but if someone comes up with a mathematical model (even if complicated since excel is doing the math) to better describe the rubber band mechanic we already have but not make it SO expensive at high levels, that would be awesome...

Who said they were studying lasers again?
 
Back
Top Bottom