The biggest driver of the T3 surpluss is the approach
the Devs take to event bldgs in reguard to progression
--And-- The levels of goods given..... ( especially with
the new tech tree ) ( my opinion )
Players don't just all sell the same thing unless, all those players
have too many (non std) bldgs that give that same thing. Even
when its an Evolve and gives more as it levels, those levels are
many times giving non usable goods.
Lets take things bldgs give.....
Culture , Population , Supplies(tools) , Coins , T1 , T2 , T3 ,
Orcs , Mana , Seeds , S1 , CC , KP , VS......
*** Since the bldg production resets as bldgs are evolved
or leveled up ....... Then each time this happens you get to
re-choose the following suggestion/tweak........
If a bldg gives, among say pop/cul, "supplies/T1/T2/T3/mana",
then you cannot choose something you can't have yet, but you
CAN choose a lower item...
@ a comparable value....
What this does is eliminate the fact that you upgraded your bldg
yet now it gives you stuff you can't really use, thus forcing players
to accept non-usable goods..... And if you're already up there in
levels, you get stuck with the same 'ole crap ya don't need more of.
( like more T3 , and this is NOT a selectable output bldg, only by
evolving or leveling up could production chg )
This is why the bldgs that always give 1 thing no matter what Chapter
it is, are so powerfull and usefull. It is also why the Tech tree change
pushed players 2 levels further, yet they neglected to go back thru
all the litterally thousands of bldgs and re-do thier goods progression.
Inno has set values between levels.... so if a bldg gives lets say , ohhh
Supplies/T1/T2/T3/Mana/Seeds, and lets also say you're already in a
chapter where it gives seeds.... not only would you be able to choose
mana, but also basic goods @ a comparative value ( just like in trader
would be 1000 T3 - 1500 T2 - 2250 T1 ) or even just supplies.
Players currently race thru (are push'd) , and Inno wants that.... into chapters
where the game slows down and for longer periods of time players keep
earning or upgrading bldgs into situations where T3 is primarilly given out.
This then causes those players to attempt to sell off thier useless goods (T3)
for goods they can actually use. Thus the glut of T3 in the trader.
This can be viewed as 1 step in a standardization of bldgs
@SoggyShorts
has suggested ( I can see some cons ) , but it would go a long way to balancing
out goods across the elvenar community..... and before I get the comment
that picking goods is abusable..... you would only get to choose that you
might want , lets say , T2 but not get to choose the +0/+1/+2 on the T2.
Obviously some bldgs, like Pilgrims Manor could still be offered that only
ever gives 1 good.