Grain farms anyone?

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Re: Grain farms anyone?

Postby DezNutz » Wed Feb 21, 2018 5:43 pm

OG Deadking wrote:I'm confused, can we jsut keep Avonmora the way it is, this is just starting to get a wee bit over complicated


Complicated is the name of the game. If it wasn't, it wouldn't have the slogan "A Game For Intelligent People"
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Re: Grain farms anyone?

Postby OG Deadking » Wed Feb 21, 2018 5:47 pm

DezNutz wrote:
OG Deadking wrote:I'm confused, can we just keep Avonmora the way it is, this is just starting to get a wee bit over complicated


Complicated is the name of the game. If it wasn't, it wouldn't have the slogan "A Game For Intelligent People"


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Re: Grain farms anyone?

Postby The Lamb » Wed Feb 21, 2018 6:15 pm

I havent been here long, but my two cents... I think making the game more realistic (player created supply and demand) would be great. Right now you can have 2 billion people on a tiny island, trade uninhibited (unless attacked) and sit back on billions of dollars if your lucky enough to save it.

I think having to make the resources, decide where to send them, and how to get them there will give you so much more to do and think about while you wait for the timers.

Lastly, if this is a game for smart people, what are we few Kiribati doing here? :D :D :D
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Re: Grain farms anyone?

Postby Shadowood » Wed Feb 21, 2018 6:31 pm

Captain Jack,

- If party cards are going away, that diminishes Warehouse Tycoon tech does it not?
- With Player driven markets, would the price of goods then flux like they do with Gold Bars?
- Will there be a Port Market limit of stored goods available (2 billion cap)?
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Re: Grain farms anyone?

Postby DezNutz » Wed Feb 21, 2018 6:43 pm

I think it would be very difficult to shift the resource market to how the GB market is set. Especially since the GoldSmithing is 100 percent open to any player, where as the resource market can be restricted, simply via port control (ability to use a plantation or other building is based on Governor).

For there to be relative fluctuation due to supply, the cost of goods would have to increase to a point that would allow for such fluctuation. This could be detrimental to new players who have limited funds. It would also have serious implications with skirmishes as the value of goods increase.
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Re: Grain farms anyone?

Postby sXs » Wed Feb 21, 2018 7:24 pm

DezNutz wrote:I think it would be very difficult to shift the resource market to how the GB market is set. Especially since the GoldSmithing is 100 percent open to any player, where as the resource market can be restricted, simply via port control (ability to use a plantation or other building is based on Governor).

For there to be relative fluctuation due to supply, the cost of goods would have to increase to a point that would allow for such fluctuation. This could be detrimental to new players who have limited funds. It would also have serious implications with skirmishes as the value of goods increase.


Could be mitigated a bit by setting limits. Like food never go below 3 and never above 10 but fluctuates in that range based on demand
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Re: Grain farms anyone?

Postby DezNutz » Wed Feb 21, 2018 7:28 pm

Feniks wrote:
DezNutz wrote:I think it would be very difficult to shift the resource market to how the GB market is set. Especially since the GoldSmithing is 100 percent open to any player, where as the resource market can be restricted, simply via port control (ability to use a plantation or other building is based on Governor).

For there to be relative fluctuation due to supply, the cost of goods would have to increase to a point that would allow for such fluctuation. This could be detrimental to new players who have limited funds. It would also have serious implications with skirmishes as the value of goods increase.


Could be mitigated a bit by setting limits. Like food never go below 3 and never above 10 but fluctuates in that range based on demand


Yes, but there has to be a gap between the buy and sell price as each port would both buy and sell the resource. That isn't much of a range of fluctuation.
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Re: Grain farms anyone?

Postby sXs » Wed Feb 21, 2018 7:43 pm

DezNutz wrote:
Feniks wrote:
DezNutz wrote:I think it would be very difficult to shift the resource market to how the GB market is set. Especially since the GoldSmithing is 100 percent open to any player, where as the resource market can be restricted, simply via port control (ability to use a plantation or other building is based on Governor).

For there to be relative fluctuation due to supply, the cost of goods would have to increase to a point that would allow for such fluctuation. This could be detrimental to new players who have limited funds. It would also have serious implications with skirmishes as the value of goods increase.


Could be mitigated a bit by setting limits. Like food never go below 3 and never above 10 but fluctuates in that range based on demand


Yes, but there has to be a gap between the buy and sell price as each port would both buy and sell the resource. That isn't much of a range of fluctuation.


Numbers can be adjusted..... but you are correct. I could see a scenario in which a production port price of goods could actually be higher than the purchase price in any other port.

Gorum goes through major onslaught of trade and produces food for 10gc per crate and no port will pay more than 8gc.

This would actually bring port management into play big time. Exciting to say the least. right now the only port management activity is casting black death ot Transport cards.
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Re: Grain farms anyone?

Postby Sir Thalius Hayle » Wed Feb 21, 2018 9:25 pm

Shadowood wrote:
Captain Jack wrote:Once enough necessity for resources is created, we will be able to retire certain cards, like the party cards. Once party cards are removed, then we will be able to allow any plantations on a port. Once this is possible, we will be able to completely free every port market to buy and sell every resource.


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