Thanks for the feedback so far everyone! Couple of points I'd like to comment on from recent responses:
I like the idea but disagree with the balance of it. Adding 1 to each gives a bigger advantage to those that use the 4 hour option over others. Now I know there already is an advantage to the 4/8 hr ones over the 1 day and 2 day ones but this makes that advantage larger. I'd rather it add +1/+2/+4/+6 to keep each production option in balance.
Assuming it bumps up every 10 levels you end up with a level 50 boost looking like this:
4 hr = 5 + 5
8 hr = 10 + 10
1 day = 20 + 20
2 day = 30 + 30
Initially after reading this, my thought were that it's always been that the shorter production times offer more goods in the long run over the longer times, so I was thinking I disagree with your proposition. However, after doing the math, your numbers still reward shorter production times. I'm torn here, because i'm afraid the devs wouldn't entertain this idea if we proposed
too much of a bonus. But if you stick to the bonuses at level 10, 20, 30, etc...and then plug in your values, I actually think it's a pretty fair earning. if anything, maybe make it level 15 gets the first goods bonus, then level 25, then level 30 or 35, etc.
So good idea/feedback, appreciate that.
+1 from me also on this idea - goods are essential for GvG and why shouldn't the goods producers get a reward/helping hand, just as the fighters do?
One potential drawback of this idea is that it would make it easier for guilds with members in higher ages to compete in the lower age provinces (those that their guild goods producing GBs aren't producing the goods for). This is of course an upside for those guilds, but a downside for the lower age guilds with no or few guild goods producing GBs.
Like Tankovy I also feel that there should be a higher bonus for the longer production times, though byeordie makes a good point, so I'm kinda torn on that one lol
I've got the same view as thanatos here. I don't think this bonus gives any more of an advantage than the higher age players already have. It's pretty easy for those players to acquire low age goods quickly, and have several ways of doing so (trading down, filling their huge town with goods buildings, not to mention many already had/have huge stocks of lower age goods). In addition, higher attack/def bonuses majorly help.
GvG hasn't been designed to be fair to new players.
I have a problem with this statement. I agree the newer players are at a disadvantage when they first start playing/first reach iron age and can participate in GvG. But is that really so unfair? Why should a new player be able to come in and do as well as a player that has been playing for a long time? Same is true for a newly formed guild or a guild that's been around a while, but is just starting to get their footprint in GvG. Why should that new guild have as much/more of an advantage as a guild that has been putting so much work and effort into GvG for a long time? I think they should have to work just as hard and long as the other guilds had to. A well organized guild, despite how new they are, can successfully land and make their mark in GvG just as well as any other. For anyone active in Arvahall, we all saw the guild B00TCAMP do just that in IrA. Despite how irritated other guilds got with them, everyone had to admit they succeeded in IrA due to good organization and strategic planning.
on top of all that, I think the devs have actually balanced things well so that higher age players/guilds don't get a mega advantage overall in GvG even though it's much easier for the to go in and kick romp easily in earlier ages. The earlier ages are worth much less, and are therefore less attractive for highers players/guilds to compete in (unless it's out of complete boredom). So yes, it may be easier for them, but the fact that it's less attractive means most guilds won't sacrifice a whole lot to be all that active on the earliest age maps, leaving room for newer players/guilds to make their mark.