kclarke
Member
No building should give a specific tradable good unless it varies based on boosted goods. Otherwise it creates an imbalance in goods and a distinct disadvantage for the folks boosted in that good. Specific goods should be limited to goods everyone has to produce and can’t be traded.
The moonstone library set could revised and added back to the spire. Limiting it to one per person doesn’t solve the problem; it only handicaps the new players. No one is going to remove them because they’re so valuable. The problem is that this is the only building providing the same tradable goods to everyone: scrolls, tree gum, moonstone and bismuth.
Meanwhile, certain non-tradable goods are chronically short. First is supplies. Once it was possible to train troops in all three military buildings, supply shortages became a problem. Second are orcs and seeds. They’re used to cater tournaments and the spire, while orcs are used to produce troops and seeds used to produce goods. The spire is especially hard on resources. Unfortunately, there are few ways to produce orcs and seeds, unlike mana. There are some helpful event buildings, but those events were long ago. If you were in too low a chapter to need those goods, you either removed those buildings or don’t have enough royal restorations to upgrade them.
I would suggest revising the Moonstone Library to provide these goods. The library would provide supplies instead of scrolls for all chapters. The gate would provide supplies until switching to orcs in chapter 8. The endless scroll would be renamed to Endless Knowledge and provide 1 knowledge point for all chapters. The mana plant would provide coins until switching to mana in chapter 9. The gum tree would provide coins until switching to seeds in chapter 11. This avoids the problem of identical trade goods and the hassle of programming boosted goods. You control over-rewarding by adjusting the number of goods per cycle.
The moonstone library set could revised and added back to the spire. Limiting it to one per person doesn’t solve the problem; it only handicaps the new players. No one is going to remove them because they’re so valuable. The problem is that this is the only building providing the same tradable goods to everyone: scrolls, tree gum, moonstone and bismuth.
Meanwhile, certain non-tradable goods are chronically short. First is supplies. Once it was possible to train troops in all three military buildings, supply shortages became a problem. Second are orcs and seeds. They’re used to cater tournaments and the spire, while orcs are used to produce troops and seeds used to produce goods. The spire is especially hard on resources. Unfortunately, there are few ways to produce orcs and seeds, unlike mana. There are some helpful event buildings, but those events were long ago. If you were in too low a chapter to need those goods, you either removed those buildings or don’t have enough royal restorations to upgrade them.
I would suggest revising the Moonstone Library to provide these goods. The library would provide supplies instead of scrolls for all chapters. The gate would provide supplies until switching to orcs in chapter 8. The endless scroll would be renamed to Endless Knowledge and provide 1 knowledge point for all chapters. The mana plant would provide coins until switching to mana in chapter 9. The gum tree would provide coins until switching to seeds in chapter 11. This avoids the problem of identical trade goods and the hassle of programming boosted goods. You control over-rewarding by adjusting the number of goods per cycle.