Englor
General
Hello, I am new here,
ANnd after playing this game and browsing this forum, I just had to give in to posting my ideas.
To first start off I beleive the creators, slipped up a bit short by leaving out some vital and crucial trade resources that just hold a great impression. I have compiled a list of whats in there to whats not and I simply wish these things were in the game that has made it so far.
THose that are not in the game shall have a star next to them;
Animals- Horse, cow, chiken*, pig, elephant*, panther, lion, rabbit*, Beaver*, sheep, deer,.....whale, fish, crab, squid*, clam, shark*.
Solid resources- lumber*, stone, clay*,(all serve as general production and construction materials.
Marble, copper, iron, tin*, lead*, aluminim, zinc* Phospherus*, jade*, ivory, gems, silver, gold, coal.
Fertile resources- cotton*, hemp*, incense, cocoa*, tobacco*, silk, spices, herbs*, wine, grapes*, banana, dye, sugar, wheat, corn, rice, oat*, barly*.
Liquid resources- fresh water, oil, plutonium*, uranium, petroleum*.
I also think that the correct scheme of resource production to consumption goes as is,
BEaver, camped in city x. City x has built the building (clothery), city x can now produce fur cloth for the suppliment of its population.
The basic resources of food, clothing and shelter should be ultimately distributed as the wage setting until the business sector of each city and/or the entire nation becomes the focal point of trade. I do beleive this alone is what causes the innovation of the games potential to be both realistic and good, such toil. Mesopatamia did not start out as a thriving marketplace economy, it was made that way. More, much more attention needs to be spent on the trade scheme. Though all in all with the ambient factor, they have done a substantial enough job.
Thank you for reading my post, it felt good to get that off my chest.
ANnd after playing this game and browsing this forum, I just had to give in to posting my ideas.
To first start off I beleive the creators, slipped up a bit short by leaving out some vital and crucial trade resources that just hold a great impression. I have compiled a list of whats in there to whats not and I simply wish these things were in the game that has made it so far.
THose that are not in the game shall have a star next to them;
Animals- Horse, cow, chiken*, pig, elephant*, panther, lion, rabbit*, Beaver*, sheep, deer,.....whale, fish, crab, squid*, clam, shark*.
Solid resources- lumber*, stone, clay*,(all serve as general production and construction materials.
Marble, copper, iron, tin*, lead*, aluminim, zinc* Phospherus*, jade*, ivory, gems, silver, gold, coal.
Fertile resources- cotton*, hemp*, incense, cocoa*, tobacco*, silk, spices, herbs*, wine, grapes*, banana, dye, sugar, wheat, corn, rice, oat*, barly*.
Liquid resources- fresh water, oil, plutonium*, uranium, petroleum*.
I also think that the correct scheme of resource production to consumption goes as is,
BEaver, camped in city x. City x has built the building (clothery), city x can now produce fur cloth for the suppliment of its population.
The basic resources of food, clothing and shelter should be ultimately distributed as the wage setting until the business sector of each city and/or the entire nation becomes the focal point of trade. I do beleive this alone is what causes the innovation of the games potential to be both realistic and good, such toil. Mesopatamia did not start out as a thriving marketplace economy, it was made that way. More, much more attention needs to be spent on the trade scheme. Though all in all with the ambient factor, they have done a substantial enough job.
Thank you for reading my post, it felt good to get that off my chest.