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Multipling the number of resources everywhere
PostPosted: 23 Dec 2012, 13:11
by batoonike
It's pretty un-kam-like idea but what if all the prices and deliveries would be multiplied by 10? The serves could also carry 10 units of resource and would not take a job unless there is at least lets say 10 units of stone to be delivired? All the numbers would remain the same, only thing is, that we could change prices for units more precisely in order to get better balance. Aka make crossbow cost 25 iron and other iron weapons cost 20 iron. For the weapons and horses it could remain as it is, because it doesn't make much sense to need 10 swords to make a knight
The prices and deliveries could be presented with numbers.
Re: Multipling the number of resources everywhere
PostPosted: 23 Dec 2012, 14:58
by Krom
Not sure if I don't like this because of many flaws (each unit will eat 10 breads and 10 wine?) or because of it is not really needed. IMO current prices dont need much more finer control, and if they do that could be solved within market walls

Re: Multipling the number of resources everywhere
PostPosted: 23 Dec 2012, 14:59
by dicsoupcan
I am sorry i do not see this work. Let me give an example. the moot expensive building in kam is the barracks, wich need 6 wood and 6 stone. if serfs only start to deliver when there is 10 of a resource needed, you won't be able to build it, or anything else at all.
Re: Multipling the number of resources everywhere
PostPosted: 27 Dec 2012, 13:12
by batoonike
@ Krom I was considering unit "prices" as general amount of effort to produce that unit. Not market regarded. But I'm glad you have faith in balancing it as it is.
@Dicsoupcan: the building costs would also be multiplied

Re: Multipling the number of resources everywhere
PostPosted: 30 Dec 2012, 09:21
by Nayot
Sorry, but I don't want to force army 3 hours. And if you would also multiply the amount of resources you get = 30 stone instead of 3 it would be exactly the same.
1 iron unit would cost 20 iron and 40 coal? No way!
Sorry, but I don't see future in this, maybe I' ve understood your idea bad.
Re: Multipling the number of resources everywhere
PostPosted: 30 Dec 2012, 12:57
by batoonike
"Sorry, but I don't see future in this, maybe I' ve understood your idea bad."
You most certainly have. Try to read again if you truly want to understand.
Re: Multipling the number of resources everywhere
PostPosted: 30 Dec 2012, 21:40
by Lewin
I think this just unnecessarily over complicates the game. I think we can make the game balanced without needing higher precision in resources.
Re: Multipling the number of resources everywhere
PostPosted: 31 Dec 2012, 08:35
by Krom
Yes, that sounds like an over-complication.