Hi,
Some balancing issues i think
Monastary is overpower, you produce +50% on wine and sheep(rly dont know why, i agree that jesuit missionaries and maybe firebrand preachers should produce +50% wine, but not anyone in a monastery)
Second to that i think that cattle is too expensive and salt is very cheap, besides i never knew there were salt in marsh.
And another think i have though is about resources, you could do the same with grain resources like livestock(you being able to plant if you have enougth seeds) i think that adds more balance to the game
Anyway Hotseatnigth was awsome =D a friend of mine conquered us all with al-mansur >.<
The reason Monasterys give a bonus to wine, sheep, cattle, and ale is that historically monasteries where big producers of such goods with wine being one of the major goods. The monks labored to perfect the production of these goods as well. Ok, yeah thats probably too big of a bonus. Your towns can build a Trading post, which gives a bonus to Cloth and Coats by 25%. So, I wanted a bonus for Monasteries as well. Maybe lowering the bonus to 25%? Towns however can upgrade the Trading Post to a Market and then a Guild Hall to get a final bonus of 50% to Cloth and Coats. I was wanting the bonus to be about the same.
The two city types would help each other. The monasteries grow the Wine, Ale, and wool. That feeds the Coat factories, Inns, and Taverns of the Towns.
We can maybe make this even more specialized in that Monasteries have a bonus to produce all agricultural products and Towns have a bonus to produce finished products.
The price of cattle was set close to that of Food. Food is priced high so that you can't just buy loads of it to produce new colonists. But, sense cattle has to be first turned into Luxury Food then the price could be lowered down some, maybe close that of sheep? If you go lower than sheep it would seem logical that sheep should be lowered as well.
And salt, I wasn't sure what to do with salt just yet. But, I did research it some what. I live in the US and a big salt mine is on
Avery Island, Louisiana. Also, have you ever heard of a
Salt Marsh? Thats basically what Avery Island is.
At the moment salt is one of those commodities that the player doesn't have to worry about producing as they can just purchase it and Marshes and deserts are one of the rarer tiles types. If we made it so that salt was costly the player would have to seek out such tiles to maximize his profits. Which could add a more strategical depth to the game.
That maybe a good idea with planting such things as Cotton, barley, and wine bonuses. With the system I have set in place this would be an easy thing to add. Just adding the appropriate build commands to the XML I do believe is all it would take.
I wont have as much time to work on this from now on probably. But what I can do is upload "beta" files in time with changes suggested on the forums so that people can test out.
One other Idea I had was making it so that Cowherdsmen and Shepards could actually go to a tile with their respective resource and then "herd" it back to the town or city. For instance a shepard could move to a sheep bonus thats outside the city radius and then "gather" the sheep like a transport. Then "herd" them back to town. This would produce say 50 Sheep in the city. Sound neat or what?
OK, I'll work on a "beta" update with those changes mention over the next few days as I get time (or take time) and let you know when I post it.
Thanks for the feedback.