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Sol Jhee
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Post by Sol Jhee »

That is more than an adequate fix.

My main concern wasn't that agriculture was worhtless, only that it would be more efficient to just spend the 100 gold on commerce and use the profits to buy food as opposed to growing it yourself.

This may have been exagerrated by the starting resources of the city. The 6,000 starting gold was enough to buy 600,000 food, which is 9 times the starting amount of food you have. So I was wondering if the scale was just favored to commerce over agriculture.
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Post by Xiang Zhuang »

I believe the limit was always supposed to be like that, but when I was doing it, I slipped and forgot what our Ag levels were really like. But yeah; one of our main goals was to balance Commerce, Agriculture, and Husbandry. Hopefully we have got that close enough so that none of the options are ignored, heh.
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Jao Tiang
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Post by Jao Tiang »

I'd just like to look at the formula for selling food (Food/150=Gold). I feel this is horribly low, you sell 50,000 Food (which is your starting food) and you get 333 gold. That's a lot of food for not very much gold.

1 food = What 1 soldier eats per month.
what 1 person eats per 10 years is worth less than 1 piece of gold.

That isn't very realistic. I know any other way would probably turn Commerce on its head, but I just thought I'd point it out.
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Post by Tom »

I think its pretty balancing, bearing in mind that you do get a lot of food. The exchange rate is also very balanced and encourages you to buy food and not try and convert it into gold. Take a real life situation, a market is more interested in selling food to you than exchanging your food for its gold.
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Post by Kymvir Raemiz »

You're assuming that 1 gold is 1 gold piece, and not one bar of gold, Jao. :)

Selling food is obviously not a wonderful option. Since for 1 gold you get 100 food, but you can only get that 1 gold back by selling 150.

Believe me though, guys. When we figured out the tax formulas, we didn't just pick numbers.

We figured out
- 1 gold spent developing commerce by a guy with an 80 relevant stat = how much in taxes.
- 1 gold spent developing agriculture by a guy with an 80 relevant stat = how much in food
- How to relate them to each other and the purchase price so that its better to develop agriculture straight up than to develop commerce and buy.

:)
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Post by Darqueness »

I think the current system seems to make a little more sense. If food values higher than what it currently does, it makes it pretty easy for a ruler to have a nice harvest, sell off a considerable chunk, then be able to pump the gold directly back into his city to boost it at a faster rate. For example, if the exchange was more like 15 food = 1 gold, it seems like it would throw the economy off kilter pretty quickly, considering how much is actually being harvested each year.

I think once you get more toward the "end-game", it will be important for the major powers to have developed both agriculture and commerce pretty evenly to be able to field larger armies anyway. Just food for thought.
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Post by Charlemagne »

Neither the Experience nor Fame lists include any benefit to Announcing a Festival. Not to sound greedy, but for such an important event, where there are penalties to the city (no development) for having one, shouldn't it be eventful or important enough to warrant a bonus of some kind to the PC?
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Post by SwissStopwatch »

Charlemagne wrote:Neither the Experience nor Fame lists include any benefit to Announcing a Festival. Not to sound greedy, but for such an important event, where there are penalties to the city (no development) for having one, shouldn't it be eventful or important enough to warrant a bonus of some kind to the PC?
Good point... a lot of the Popularity development actions are things that should increase fame somewhat. If you throw a festival, give out huge amounts of grain, or free all the city's prisoners, people will hear about it.
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Post by Lance Dearnis »

Also, for something completely different...for us nutters that enjoy getting in duels over and over in the battlefield, as I understand, the current rule is no healing. Maybe something like 1/3 of lost HP recovered per turn on battlefield? Would look something like this...


Round 1: 40 HP

Round 2: 60 HP

Round 3: 73.333 HP

Round 4: ~79 HP...

Et cetera. So you couldn't get back up to 100 HP, or maybe cut it down to 1/4, but, basically. Battlefield HP healing?
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Post by Lurking Tyranny »

The battlefield healing is something that has been discussed and while the issue is still not decided upon, I can only say that I myself brought this up. At the moment the opinion was that we have enough to deal with in the battles, that keeping track of Hit Point recovery would be an additional pain.
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