[0.981] Economy

Selling loot is the best way to earn gildar in early game. It is better than setting taxes, building Merchant/Market/etc. So in looting vs cities looting wins. Maybe all item values should be reduced. Purchase prices may stay the same. Also Merchant/Market/etc don't worth spending turns and production for building. Imho Merchant and Market need a buff.

7,211 views 15 replies
Reply #1 Top

more than item prices should be tuned down the quality drops

and monster difficulty in general should be tuned up (they are doing this btw so it will reflect in money gained from drops too)

anyway many low level lairs give too high loot, this both contributes to making champions snowball and like you said is often a better way to gain money

 

while for the first 50 100 turns you should about never drop anything better than normal leather and base weapons (and ofc all the cool new items, scroll etc)

 

some item need a price checkk too, for sure

Reply #2 Top

They are not mutually exclusive so making money from loot and cities works fine for me. I dont get that much from loot anyways.

Reply #3 Top

It completely depends on the type of game you are playing.

If you're focusing on hero development, then rpg is going to be your income source.

If you've focused on city development, then you need economy to be your income source. I've had some games where I was pulling in 60gildar/season.

They both serve a purpose. Only thing is that in FE's current balance state, hero development is much easier. I think that will change more come next beta.

In addition, for early game, propaganda is increased to +2gildar/essence for the next beta. Will this make it a viable enchantment?

 @ddd888: I know what you're saying with wanting a turn limit, but doing so would just encourage players to wait the first 50-100 turns before questing in order to obtain better drops.

Reply #4 Top

you got me partially wrong

i didnt mean a real turn limit like that

i just meant that mites and wolves should have only few money, a potion and stuff like that, and it should be much harder to progress

killing a banished ogre is np, but sometimes between the first "array" of monster you get some imba drop

but ehy, its nothing to worry about, devs are just giving a lot of attention to balance and monsters these days, im sure this will be checked

 

Reply #5 Top

Quoting GFireflyE, reply 3

In addition, for early game, propaganda is increased to +2gildar/essence for the next beta. Will this make it a viable enchantment?
End of GFireflyE's quote

I don't think that propaganda becomes viable. +2 gildar/essence is +1 gildar/essence with 50% taxes. It is for 20 mana. It is not comparable with Inspiration +1 research/essence for 5 mana. Who says that 1 gildar = 1 research = 1 mana? Imho 1 research > 1 gildar. Research is very effective in early game by cost/return ratio. Also 1 research can be sold to AI for 3 gildar. Enchanted Hammers/Meditation are much better too. 1 mana > 1 gildar. Mana gives your more power than gildar. For 5 mana you can cast Haste/Slow. What can you do for 5 gildar?

Reply #6 Top

problem is that inspiration is not free, of the 8 main sovereigns only 2 has it i think

so basically the odds are in more than 50% of the games you wont have inspiration between the sov and the first champion lvl 1

this makes propaganda AT LEAST viable

but surely its situational, if you find a very good champions lvl 7 for example or if you want to upgrade your sov gear while having troops to mantain etc etc

Reply #7 Top

You're right about inspiration.  It should probably only be +1 research, period.  Just like enchanted hammers is +1 hammer, period.  If you start with a 2-3 essence city, your research sky rockets out of control.

Reply #8 Top


I don't think FE is going to end up that way in the end as Stardock continues to balance and tweak the current per essence system, however I am beginning to see the advantages in changing the system to a per citylvl instead. Larger cities then have larger impact of the enchantments, which can kinda make sense. A problem can occur as all cities can reach lvl 5, whereas most essence is only gets to an average of 3.

Wizard1200 posted the idea in the City Enchantments thread:

  • Inspiration - + 1 reseach / city level - 25 mana
  • Meditation - + 1 mana / city level - 25 mana
  • Enchanted Hammers - + 1 materials / city level - 25 mana
  • Sovereign's Call - + 1 growth / city level - 25 mana
  • Oppression - 10% unrest reduction / city level - 25 mana
  • Propaganda - + 2 gildar / city level - 25 mana

Not sure if the 25 mana cost is balanced, but it definately ensures not having broken enchantments at the beginning of the game.

I would recommned Oppression to change to 5% unrest reduction / city level. Better balance of the spell, imo.

Thoughts?

Is this even an idea worth persuing?

Reply #9 Top

+1 reseach / essence or +1 reseach / city level - both are overpowered. Non-essence cities suck.

Reply #10 Top

Quoting harmonius_, reply 10
+1 reseach / essence or +1 reseach / city level - both are overpowered. Non-essence cities suck.
End of harmonius_'s quote

I agree with you there.

But that's why I've suggested that every city be able to eventually build a scrying pool when tech XXXX is reached. Paradin would get have their scrying pools increase to +2 bonus when that tech XXXX is reached.

That way no city will suck.

Reply #11 Top

Quoting GFireflyE, reply 11

Quoting harmonius_, reply 10+1 reseach / essence or +1 reseach / city level - both are overpowered. Non-essence cities suck.


I agree with you there.

But that's why I've suggested that every city be able to eventually build a scrying pool when tech XXXX is reached. Paradin would get have their scrying pools increase to +2 bonus when that tech XXXX is reached.

That way no city will suck.
End of GFireflyE's quote

Essence for everyone! :rofl:
my only concern about this is high-essence cities will grow even better.

Sincerely
~ Kongdej

Reply #12 Top

Am I playing the same game?  I thought all the prices from selling stuff back was total crap.  I had to build up my cities to get gold flowing in my coffers.

 

Reply #13 Top

Quoting Supreme, reply 13
Am I playing the same game?  I thought all the prices from selling stuff back was total crap.  I had to build up my cities to get gold flowing in my coffers.

 
End of Supreme's quote

I find I get quite many money from selling compared to what I think it should be anyways, then I use it all to buy 1 leather piece for my hero... So right now the sell prices are decent compared to hiiiigh equipment prices, but I don't think heroes should be the main income source either.

Sincerely
~ Kongdej

Reply #14 Top

Wizard's idea is good, except I think +1 production/city level could be a bit op.

Reply #15 Top

Quoting Supreme, reply 13
Am I playing the same game? I thought all the prices from selling stuff back was total crap. I had to build up my cities to get gold flowing in my coffers.
End of Supreme's quote

If you check this playthrough, you will notice that by turn 52, I have never collected any taxes, and my four heroes are doing quite well bailing the Empire out.  This way, I can research and develop much faster. I am rushing almost all the time, and when I go broke, I have one of the heroes sell her loot.

Yes, we are playing different games.  In that particular walkthrough, I'm playing an RPG.