DeletedUser9469
Guest
I think that implementing a trading feature for these three areas would be a boost to the economics of the game. There was a game that I played for a time (until the developers started making things unreasonably difficult for no reason) where anything that could be obtained or crafted could be sold on the market place. While I don't think this would work for every dynamic of this game- since it is a city building game, I think that for things that take place outside of city building would be great.
There are people who do not like the magical academy because it is big, bulky, and they see no "real value" in creating spells. I, personally, like the production spells and KP spell. I find that I have no use for the culture spell because I have so much culture from event buildings that even if my fellowship never helped with culture, I still would have a 170%. Being able to trade these spells for more of the ones I WANT would be great.
For those who do not like the magical academy, this means they will have a HUGE stockpile of unusable relics. It would be great and would encourage trading for them to be able to trade their unusable relics for ones that have value to them.
There are also people who do not like the instants because they don't produce a lot of value for them. The ones I use the most are the time reduction instants. I have a stockpile of coin and supply instants that I am hording for when I will EVENTUALLY need them. In our fellowship, we have several NEW players who could definitely make use of these. Again, trading would be amazing for these.
It would encourage fellowship participation if we could gift the same to our fellowship members to help them grow better and faster.
To stop from breaking the production trader, or making it unrealistic (hey, let me get some marble and while I am here- I'll take some spells too). A secondary trader could be created that is a magic trader. This would be an OPTIONAL build unlocked when you research the trader (or advanced trader) and would add a little bit of flair to the city build. By making this trader optional, it would allow those who WANT it to have it and would not force those who DO NOT want it to waste space having it.
There are people who do not like the magical academy because it is big, bulky, and they see no "real value" in creating spells. I, personally, like the production spells and KP spell. I find that I have no use for the culture spell because I have so much culture from event buildings that even if my fellowship never helped with culture, I still would have a 170%. Being able to trade these spells for more of the ones I WANT would be great.
For those who do not like the magical academy, this means they will have a HUGE stockpile of unusable relics. It would be great and would encourage trading for them to be able to trade their unusable relics for ones that have value to them.
There are also people who do not like the instants because they don't produce a lot of value for them. The ones I use the most are the time reduction instants. I have a stockpile of coin and supply instants that I am hording for when I will EVENTUALLY need them. In our fellowship, we have several NEW players who could definitely make use of these. Again, trading would be amazing for these.
It would encourage fellowship participation if we could gift the same to our fellowship members to help them grow better and faster.
To stop from breaking the production trader, or making it unrealistic (hey, let me get some marble and while I am here- I'll take some spells too). A secondary trader could be created that is a magic trader. This would be an OPTIONAL build unlocked when you research the trader (or advanced trader) and would add a little bit of flair to the city build. By making this trader optional, it would allow those who WANT it to have it and would not force those who DO NOT want it to waste space having it.