so thats what we'll do.unnamed whistle blower said:Markets, ports, caravansari, etc. have a formula that goes up with the square root of the trade stat and linearly in the amount of trade goods. I think that is backwards - it is much easier to get trade goods then to get trade stats. 10h for 3 trade goods (com. mine) versus 25h minimum for trade stat (market). By reversing the formula (market example: gold = tradeStat * sqrt( tradeGoods ) I think you can slow things down without bringing the nerfstick too hard.
Ah, I was wondering why I wasn't getting the 50 hammers that applying my orders to last turn's stats predicted. Could you redo the census thingy since all that information just got heavily reduced?
extrapolate your stats to turn 12. you could buy every unit on the list in one turn (if you had the research done).
i'm not trying to diminish the differences between strong and weak nations. they will both be affected RELATIVELY equally. the difference will be between each successive turns; its meant to slow player progression a bit.
In which case you might want to consider adjusting prices and not resources in the future. That way it really will be fair on all players.
So, here comes the nerf bat. It affects everyone starting NEXT turn.
1) trade goods produced from plantations and commercial mines are no longer affected by the fertility or productivity of the tile. If coffee grows on mountains, it shouldn't be affected negatively for not being on lowland. same for diamonds in arctic plains- just look at Canadian diamonds near yellowknife.
Is this as simple a change as placing a '^0.75' after wherever fertility and/or ore show up in the yield calculator?2) the fertility/productivity of a tile will produce only X^.75 of the value it once did. This will have the effect of reducing the massive bonus certain players are experiencing from being surrounded by rivers and much better terrain then others. I know some of you will be hit by this harder then others but those are also the players that due to random luck during placement that got really good starting spots. Be happy its not retroactive and enjoy the bonus you got for 6 turns already.
3) the last one was developed by an outsider (who will remain nameless so you don't all hate him)
so thats what we'll do.
and a bonus:
1) foundries, black-smithies, mills, lighthouses and workshops will get a bonus. i havn't figured out how to code the effect i want though, so the exact mechanics of the bonus are not yet figured out yet.
Darksaber, perhaps a discussion about the undead is necessary?