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|Azure_Zero 04.15.2018 12:40|
As the topic says Trade Outposts need tweaks the BEST you could hope for is 7 Trade Goods in best hex which is Forest.
I could put up a Hunting outpost in the forest and Get 7 trade and 7 food, While in the plains I could get 11 trade and 3 food.
So Why would I want to put up a Trade outpost when there are Much Better options.
The problem is that Wood and Ore are exclusive hex ratings just as is Herds and Game are exclusive hex ratings.
So the Best rating is a quarter (5 units at +0 outpost), with the next ones being less then that and you end up never going past 10 units for +0 in a perfect forest hex
So this outpost needs some real tweaks before anyone even thinks of using it.
There are really only Two options;
1st: increase the Current percentages from 25% to 37.5%->50%
2nd: include EVERY hex rating and they are ALL raised from 25% to 33%
The first Option should be very easy to do as it'll only be a update to the current values of the Trade outpost.
|Azure_Zero 04.10.2018 20:12|
If it's devil fever or demon flu, better ask for Iomedae for the job of removing it.
|Azure_Zero 03.24.2018 09:17|
I agree coin is Not a great cost for Security, that and it is an easy scape goat.
Security should cost something that has meaning.
I'd rather it be something else, Like having say;
High Security reduces Outpost Bulk Production by 10%
Medium Security Has not impact on Outpost Bulk Production
Low Security increases Outpost Bulk Production by 10%
This way you can choose to secure your high value hexes, and make the poorest hexes somewhat usable even if it is a poorly secure area.
|Azure_Zero 03.22.2018 06:32|
While I can agree that global browsing should be put in, But I do not believe remote buying should be in.
As I believe you should still need to Go that the Original AH that the goods were put up in to buy them, as blacklisting and denying other settlements access to your AH is something you forgot about.
And being able to buy goods in say TK and then a few moments later relisting them in Talonguard for pick up, it's teleporting Goods from one side of the map to the other bypassing a lot of bandit territory.
|Azure_Zero 03.20.2018 16:55|
Surprised you didn't include taxing the Power gained at Inn holdings.
|Azure_Zero 03.19.2018 19:24|
I can agree that it is problematic for a settlement to have no Auction House when trying to sell things,
But I thought of something else, you could have a New building (or buildings), called the Black Market that functions as an Auction House for selling stuff, but is way more limited in what can be put up.
The basic Black Market idea is that folks can only put up; raw, salvaged and maybe some T1 items.
Though if it were a series of buildings they would be like the temples in that each one is specialized.
Black Market(Mats) would cover; Raw and Salvaged Mats, T1 Gear (up to +3), and Salvaged Ammo and tokens
Black Market(Refined) would cover; Refined Items and consumables (T1 and T2 only, up to +3)
Black Market(Products) would cover; End Products (gear) (T1 and T2 Only, up to +3)
|Azure_Zero 03.19.2018 17:18|
The Large spot by the Tavern tends to have a large building there, so I don't think setting one spot to decide if it is not upgradeable is a good idea, though if I had to choose a large spot for that idea, I'd suggest the Lower spot and not any of the two higher spots.
But before we can have any real look at this idea we need a better idea as to what an Upgraded Auction House would offer over a basic +0 Auction House.
|Azure_Zero 03.03.2018 08:03|
Let's back on topic about new Outposts and Holdings….
|Azure_Zero 03.02.2018 12:38|
well, that sounds bad…
It would be nice if the finished good, if the holdings was captured during the crafting process, was instead dumped as a reward into the Holding's Holding vault instead for the victors.
|Azure_Zero 03.02.2018 07:58|
That is a Good idea, I forgot about ammo, but though I've see it more as; Bowyer added to both Watchtowers and Barracks, iconographer added to Shrines, and artificer to Libraries. The problem is it opens weapon and ammo production which should be done already in-settlement, out of settlement, which has it's own problems.
Now adding crafting to existing holdings would have their Bulk resource costs raised even higher to balance them with the rest and with Watchtowers and Barracks already having some problematic requirements and being the ONLY holdings with Great security DI, it would be terrible for settlements.
The New crafting holdings should fill in gaps for buildings that do not make weapons or Armour, since each settlement should already have those in house.
Now I mentioned above that ammo should be made in settlement with one main reason being to keep a lower force projection when wars or escalation raids break out.
So the Only product crafting that should be made as holdings should be:
Alchemist, Engineer, and Jeweler.
since the rest produce either a weapon or armour which should already be again be in settlement to begin with.
Though IF weapon and Armour producing holdings were made they should remain separate holdings and Not integrated into an existing holding.
So Iconographer would be at a Temple Holding, not a shrine holding, and Bowyer would be at the Bowyer Holding, not the Watchtower and or Barracks.
The Holdings I put in the OP are examples that are made, with the Crafted Goods reflecting the Bulk resource requirements (generally the first two resources, third not so much);
Example, The Jeweler Holding Uses Ore(The Smelted Goods) and Stone (The Gem cutter Goods)
The Engineer Holding was a bit harder to decide on what should go first (Wood or Ore) and decide the next resource since it is more useful and should be more self-sufficent and not problematic to place.
Now since it Makes a Lot of Wooden buildings, and Given the about half the Hexes are Wood, Wood was put first then trade since trade is generated by a lot of holdings outpost combos and trade can represent most of the other refined items used in products made with engineer crafting.
Now If weapon and or armour holdings were to be made I'd imagine the bulk resource requirements would be like this;
Armour: (Ore, Trade, Food) (Good in Mountains, Highlands and can pass in Croplands)
Weapon: (Ore, Food, Stone) (Good in Highlands, Mountains, and Croplands)
Leather: (Trade, Food, Wood) (Good or Passes in all Hexes)
Bowyer: (Wood, Trade, Ore) (Good In Forest)
Tailor: (Trade, Food, Stone) (Good or Passes in all Hexes)
Iconographer: (Trade, Ore, Food) (Good in Croplands, Passes in Highlands and Mountains)
Artificer: (Wood, Food, Stone) (Good in Forest)
Alchemist(Trade,Food,Stone) (Good or Passes in all Hexes)
Engineer(Wood, Trade,Stone) (Good in Forest)
Jeweler(Ore,Stone,Trade) (Good in Mountains, and Highlands)
Since I believe they best represent the refined goods that are used in making the end products while spreading as much support for different hex types