Myne
Oh Wise One
Much ado about nothing...
aren't you in a good mood
Much ado about nothing...
1st off, you have ommitted some variables....Someone please enlighten me, because all I see are players that are not only assuming a net loss of the land in their city, but also creating a crash in the trader market. For 500 to 1000 extra units produced. If the only offer in the market are apples.... It is entirely unfathomable
how many workshops ? , certainly depends on CH of player and type of workshop.How many workshops needed to pay for Gem production?
How many residences to pay the pop for the workshops?
How many tiles of space dedicated to culture for the workshops & the residences?
How many tile of space dedicated to roads to connect to factory, workshops, residences, and culture buildings to the main hall?
Someone please enlighten me, because all I see are players that are not only assuming a net loss of the land in their city, but also creating a crash in the trader market. For 500 to 1000 extra units produced. If the only offer in the market are apples.... It is entirely unfathomable
(Bold added)Consider market demand - 20,000 gems for 45,000 marble - in tournaments I have provinces that cost over 80,000 T1, but only around 20,000 to 35,000 T3 and 40,000 to 55,000 T2. I have some that cost 60,000 to 80,000 of all 3 - T1 goods. If I accept your 20,000 gems and give you 45,000 marble - I have to list 20,000 gems to recoup my 45,000 marble to pay for the provinces in the tournament. The player who accepted my 20,000 gems giving me 45,000 marble has to list 20,000 for 45,000 - it is a cycle and eventually the trader has 90% T3 for T1. Now playing tournaments, the spire, complete provinces beyond troops & building and upgrading buildings declines - of course city development declines. Eventually even players that balance goods production are trade within tier have a decline it trades.
Someone please enlighten me, because all I see are players that are not only assuming a net loss of the land in their city, but also creating a crash in the trader market. For 500 to 1000 extra units produced. If the only offer in the market are apples.... It is entirely unfathomable
Or do we just ignore it?
I used to always struggle with getting the t2 I needed. So for a long time I wouldn't upgrade certain event buildings that produced t2 at lower chapters so I wouldn't lose that to more t3. I eventually ended up upgrading some of them. I found that it helped me greatly the other week when I teleported my 4th t1 factory to add in a 4th t2 factory and now I'm not super short on my t2 anymore.
You can ignore it as it will eventually return to whatever the real norm of the game might be. This game has been inadvertently manipulated by player imposed rules and what we are seeing in the increase of cross tier trades is human based market forces excerting themselves. It may be that some traders are making mistakes and there is no reason to not contact them and suggest a more balanced approach. But they will learn that on their own eventually if they are paying attention.
I believe it's the same old tired 'FS's have rules against cross-trades'. Pfttt. FS's have rules about having to participate in tourneys/Spire/FA's, etc; has that unbalanced the game? Of course not, but it doesn't fit the same old tired narrative.could you please tell me what "player-imposed rules" are at play here?
And how, pray tell, will it adjust if the buildings that are offered in events keep offering only 3rd tier goods as rewards?
I have contacted them, the answer, invariably is that they have so many 3rd tier goods that they need to get rid of them.
Also, could you please tell me what "player-imposed rules" are at play here?
I believe it's the same old tired 'FS's have rules against cross-trades'. Pfttt. FS's have rules about having to participate in tourneys/Spire/FA's, etc; has that unbalanced the game? Of course not, but it doesn't fit the same old tired narrative.
Some players prefer a play style where their goods are balanced within each tier in quantities sufficient to allow them to progress in the game. They prefer to do this the simplest way possible by taking 1:1 same tier trades. Sometimes, the large cities in an FS like to clear the FS trader daily of all trades posted. To avoid having to adjust their production to take cross tier trades, and math out how they needed to adjust their production and or their preferred trading habits, they figured out the simplest solution: everyone in the FS post only 1:1 same tier trades. Everyone gets the needed trades at least once a day, usually more often since the large cities log in at different times. It seems only fair to post this as an FS requirement in the overview so potential members could make a decision for themselves before joining the FS.
*Personal note: I have 2 cities. The first one (started over 5yrs ago) joined an FS where there are no rules against any kind of trades. A bit over a year later, I started the 2nd city and about 5 months after that I joined the FS I'm in now in part because they had the 'no cross trades' requirement. Yes, I can and do learn the math behind how game mechanics work and am very capable of utilizing different trading methods. But, sometimes, I just want to play the darn game! That's what the 2nd city does for me. The fact that its a Gold Spire and 13+chest tourney FS doesn't hurt a bit, lol! To be fair, the first city FS is a 13 chest tourney/Silver trying to grow into Gold FS. It's just a lot more work over there, lol!
Somehow, these choices by players have put a bee in other players' bonnets. So, here we go...again...
So, here we go...again...