Say No to Tax - Toll coûte pas meilleure idée.
#1
Posted 06 May 2015 - 09:30 PM
#2
Posted 06 May 2015 - 10:25 PM
I love this feature as it is. Why, you ask?
- It makes sense from a real-world point of view. The further you are sending merchants the more the cost increases, you will need to pay them daily wages for the round trip, they will need to be fed and given a good motive in gold for being away from their families for so long.
- It is a simple system, only requiring pounds rather than wood or food as tax - something I've found excessively tedious on other games
- This stops conglomerates of real world friends being able to band together and be too powerful too soon - taking a competitive chance away from other, newer players.
- It encourages you to trade locally - giving everyone a chance to participate in the supply/demand, rather than a large player holding a near monopoly due to his higher production and undercutting everyone else.
- This system gives the smaller players a chance as trading with the afore-mentioned large player that's further away will add on enough costs to instead make them a more attractive choice.
As to army food supplies? You connect your army to your provinces with food and it transports automatically so long as your supply lines are unbroken. If your ally wants food he can create supply lines to your provinces that you then authorize, and vice versa. The game mechanics cover this very well in a free method of automatic supply wagons. I see no reason to actually have to manually trade to supply an ally with food for your army.
It also encourages good planning and balance if you own multiple provinces as you seek to cover your own needs. While your suggestions may appear to make sense how it currently is encourages balance between players, a slight offset to early global alliances of non-adjacent players, much as many other games of grand strategy put limits upon trade and access rights.
- Frederik and Ophelia like this
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