DeletedUser2989
@ tankovy
If in your idea the number of sectors a guild currently holds in an age has some effect on siege costs than i expect a % reduction would be the easiest solution, otherwise in your example the value of "x" itself would have to somehow be calculated based on a guilds sector holdings, and would be different for each guild.
I found a way to introduce a bias so the lower ranked guilds attacking higher ranked guilds get cheaper siege costs, details are in my updated idea thread linked earlier. As for this latest suggestion, my equation has gotten pretty complex and adding another factor would make it very bug prone. I'm working on how to represent your idea in numbers to see if it can be added (or replace something). I'm already sort of considering the number of sectors a guild owns as the combined power of each sector owned determines rank (High rank = High Power which sort of equals high number of sectors). I think I know where your going with that though.
@ byeordie, My idea isn't well tuned for dealing with ghost guilds. I think ghost guilding needs to be dealt with seperately, probably in general guild formation rules or something. Your modification is interesting, I'm not sure how to add that to a working equation but I'm sure someone could. It seems like a lot for the computer programming to follow, I know mine has to track difference in guild ranks but you'd be adding a discount depending on attacking up in rank tracked seperately for each gulid above the attacking guild depending on how long the attacking guild has existed and how many attacks it's made against specific guilds. What happens if the guild they were attacking (ranked 1) drops in rank? Same discount but now different base values? (Base value drops from 860 to 800 and the discount is now applied to that).
@falcon93, Simple fixes are nice and it would be great if they worked, but setting goods costs so low seems too much. I think the point of high goods costs as the empire grows is to simulate logistics or something (it makes sense in my head but I can't explain it). I think it's also in place to stop rapid expansion by a few guilds, which then put up Iron Wall defenses. If everything was really cheap it would just mean everyones towns would be full of military buildings instead of trying to strategically manage a goods supply and a military. High goods costs do at least force people to work out a strategie and not just win out be brute force (I will give it that 1 good point).
I agree that stronger guilds should beat weaker (hence I initially left out the bias for attacking up in rank). But to enable them to constantly beat the weak guy into the dust pushes the competition out of the match entirely. Your idea would get a lot more guilds fighting guilds, I'm just not sure at what cost it would be to player participation (but hey could work and solve the title of this thread).