Re: It\'d make a reasonable game configuration opti
Ok, so what I'd like is the option to set the "safety zone" to a maximum of 36 turns with possibly some options in between the two extremes. Maybe 3, 6, 12, 24, 36.
Thejeff, that's just a minimal example of a bad situation that repeatedly comes up. Losing your lab within the first 3 years might not be catastrophic in and of itself, but if you are playing a no-income nation (and I often do) and have to wait up to a year or two to gather 500 gold, and you can't cash in gems, then it becomes really viciously bad for your nation.
Frankly, I'd be pleased if there were a way to cash in gems without needing a lab. It seems just as reasonable, since the game uses a gold economy (the basic dollar equals a POUND of gold at a time...assuming it's pure 24 carat gold, and assuming mining techniques are primitive, especially in Early Age, where are they getting it all??? A pound of silver I could see. An ounce of gold I could see. Paying 10-20lbs of gold for a militia unit, nope.) to be able to cash in gems without needing a lab/alchemy.
Maybe as a basic function of the Fortress, and extend it to all gems, possibly keeping different prices per gem, and maybe having a fluctuating price based on the size of your nation-so that gems are worth more, the larger your nation is (at the time when lots of gems are more valuable to you), divided by decreasing in price the more the market is flooded by a specific gem.
Ofcourse, the nature of the game tends to preclude a nation-to-nation trade option, I guess I understand that, but there could still be a shadow economy going wherein a nation would put gems on the market for purchase by-for instance-that damned old witch who keeps cursing my troops.
__________________
You've sailed off the edge of the map--here there be badgers!
|