DeletedUser
Well, now that I have learned that you may produce trade goods without actually having the goods 'on the map' I have found this to be, kind of broken.
I have started going back and looking at the population/resource costs to build some of the buildings I never built before and I am chuckling; 100 pop/800 resources and 30 minutes to make a vineyard? Ok, 10 of those please. I'll run them for a couple of days, tear them down and toss up 10 masons (and so on).
Since I am playing solo and don't plan on joining a guild, it is not terribly bad (although it does not give me much incentive to trade, other than I want to help people out so they stay in the game). But I see a problem in guild play - the players that are well established can crank out ridiculous amounts of goods to basically give to their guild mates. This, in turn, would eliminate the need for the newer people to make trade goods (at least of any meaningful volume) leading to a downward spiral of trade, and an upward swing in combat ("Eh, I don't need room for goods buildings, time for barracks")
There may be some balance planned for this situation in future updates that I am unaware of, I just felt that I needed to point this out.
I have started going back and looking at the population/resource costs to build some of the buildings I never built before and I am chuckling; 100 pop/800 resources and 30 minutes to make a vineyard? Ok, 10 of those please. I'll run them for a couple of days, tear them down and toss up 10 masons (and so on).
Since I am playing solo and don't plan on joining a guild, it is not terribly bad (although it does not give me much incentive to trade, other than I want to help people out so they stay in the game). But I see a problem in guild play - the players that are well established can crank out ridiculous amounts of goods to basically give to their guild mates. This, in turn, would eliminate the need for the newer people to make trade goods (at least of any meaningful volume) leading to a downward spiral of trade, and an upward swing in combat ("Eh, I don't need room for goods buildings, time for barracks")
There may be some balance planned for this situation in future updates that I am unaware of, I just felt that I needed to point this out.