Officer Cost Tech Tree Ideas
Posted: Fri May 03, 2019 2:34 pm
First five captains costs 8,346 gold with my 26% off. Buried treasure can pay for many of your first officers.
At captain number 5000, the cost is 104,651,803 gold coins with my tech. This cost is very close to the same cost if you were to start wih no captains and buy 238 of them at once.
Why isn’t there a cap to the cost of officers after a certain number? Why pay 100million gold at such a large number of officers when you only paid 2 million for a captain at a tenth of the size?
And why does a bribe have to be the only way to make it cheaper? Why does the reliance of voodoo for merchanting have to be?
Well Bribes usually have a cap value, whereas officers never get any cheaper as its not a market.
Why can’t officers have a cap as well? Even if its at a bigger number.
CDV will likely never get to sail all 15k of his ships, because it’s too expensive. Plus with assassins, it never will be worth it. You’d be better off paying off people and never getting into a fight.
I propose a tech tree upgrades for officer cost reductions based on current officer count. For example: once you maximize your officer contracts level, you can expand to reduce the costs of officers from their current price and not from the price without contracts.
Example being lets say i have maxed contracts (40%off the original full price of the officers.) with the new tech tree, there is a never ending segmented path of reducing the cost of the officers. Each segment goes up to level 10 and each can reduce the costs of officers by 2%. You unlock each segment based on the number of officers you have. Losing officers loses the tech availability, however upon reunlocking the tech, you wont have to pay for the levels again. Losing officers loses the officer cost reductions. This segmented path never ends.
Thoughts?
At captain number 5000, the cost is 104,651,803 gold coins with my tech. This cost is very close to the same cost if you were to start wih no captains and buy 238 of them at once.
Why isn’t there a cap to the cost of officers after a certain number? Why pay 100million gold at such a large number of officers when you only paid 2 million for a captain at a tenth of the size?
And why does a bribe have to be the only way to make it cheaper? Why does the reliance of voodoo for merchanting have to be?
Well Bribes usually have a cap value, whereas officers never get any cheaper as its not a market.
Why can’t officers have a cap as well? Even if its at a bigger number.
CDV will likely never get to sail all 15k of his ships, because it’s too expensive. Plus with assassins, it never will be worth it. You’d be better off paying off people and never getting into a fight.
I propose a tech tree upgrades for officer cost reductions based on current officer count. For example: once you maximize your officer contracts level, you can expand to reduce the costs of officers from their current price and not from the price without contracts.
Example being lets say i have maxed contracts (40%off the original full price of the officers.) with the new tech tree, there is a never ending segmented path of reducing the cost of the officers. Each segment goes up to level 10 and each can reduce the costs of officers by 2%. You unlock each segment based on the number of officers you have. Losing officers loses the tech availability, however upon reunlocking the tech, you wont have to pay for the levels again. Losing officers loses the officer cost reductions. This segmented path never ends.
Thoughts?