To sum up the following text my approach is: But then again I wonder whether one could try to find other approaches. To a certain degree, I can accept that as a need of balancing. Others seem more arbitrary, especially the road tax and the cargo slot cap. Some of the penalties I consider as deep-seated in the underlying world. limited quantities of profitable trading goods (resulting in non-profitable or less-profitable slots, however quite neglectable as far as I see) limited numbers of parallelisable tasks at all (resulting in non-profitable slots, tricky to numeralise at large) and in special due to the reputations system: nearly no parallelisation of profitable jobs anymore when reputation exceeds 2 (as it's not at least the reputation win that adds profitability) conspiring slaves (easy enough to avoid, listed for completeness) road taxes (exceeding 15 Bross per day after some time) limited cargo slots, reducing the capacity for supply transport (ditto) limited supply stocks at the most settlements (resulting in non-profitable slots with estimated costs of up to 7 Bross per day, however on the long run reducible to an average of maybe 3 Bross per day) the new-added licenses for fighters (about 5 Lyrg to 5 Bross per day) During this I began to wonder about the penalty management for mid-size to large comitati, because - with all polite courtesy - it's not the supply management that makes greater comitati difficult to run, it's the sheer accumulation of (arbitrary?) penalties. Actually, I try to write a small guide about "How to start into a successful vagrus' life".
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |