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Making Trade More Viable

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Etherea View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Etherea Quote  Post ReplyReply Direct Link To This Post Topic: Making Trade More Viable
    Posted: 08 Feb 2020 at 09:14
As Illy has gone through many changes, including more crafting updates, more to collect, more to make, and now with the addition of seasonal tournaments, I see a few needed changes to a traders ability to accomodate the needs of the many being fulfilled by the few. 

  With tournaments now underway (and my commendations on that, it was a much needed change to bring up morale in Illy) more gear will be needed on a regular basis by those that are participating. To accomodate this I see the need for crafters to be able to make replaceable items in a more timely manner. This will be critical to keep even the most basic gear at a reasonable cost. 

  What I think needs to be done is to add the ability to make more than one craft building of any type in a city. For example, we have the ability to build more specialist buildings, but they all work out of the same building. (short swords, mountain tribe swords, plainsmans swords all out of the swordmakers building) This make is nearly impossible to not only build the basic unit but also any specialty units that may be required. If we were able to build more of the basic swordmaker buildings (for this example) in a city it would be much more feasable to accomodate the mass number of both weapons and armour needed on a regular basis now. 

Cotters is another thing that needs to be looked at. With a cotter collecting the new splinters at a much slower rate, you have to have a city full of nothing but cotters sitting right beside a hunting city to gather both hides needed for all the crafting, AND the splinters. Alternatively if the cotters huts could be built up to allow for more cotters to live in thier humble dwellings, making more availble per city with less city space used, it would alleviate this issue, and make crafting cities much more functional. 

All in all the updates to the game in my opinoin have been good, but changes to the ability to grow a city are needed to accomodate the way the players can now play the game and the ability to functionally build the gear that has been made available. Without these critical areas being looked at, the economy in Illy will tumble as items become far more expensive than they should due to a severe shortage after even a couple tourneys. 

Just some food for thought. 
 
Kristaal
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Hucbold View Drop Down
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Post Options Post Options   Thanks (1) Thanks(1)   Quote Hucbold Quote  Post ReplyReply Direct Link To This Post Posted: 11 Feb 2020 at 16:35
Hi Kristaal

My experience with crafting seems to be different to yours. You have 12 big cities. I have 22 - so our experiences should not be that different. You talk about swords as an example. I talk spears. Spears are a bit quicker to make than swords and don't have to be made in the same building as chainmail. Even with that, though, I don't think we should be that different. I kill a lot of animals - big attack score. I have 3,360 skinners but even with that number I could not harvest everything I could kill - in fact I can kill in a day what takes me a week to gather. I have 35 spearsmiths, most but not all, specialised. For example, in one town I can turn out forest spears at 36.6 per hour. Overall, I can produce about 120 forest spears per hour. However its too much - I cannot supply rat skins at that rate so I'm demolishing some spearsmiths and buildiing even more skinners guilds. 

As regards cotters, I would suggest having cottages in new towns while you build up your res plots is a good policy - as is buying skysplints from newbs in that situation - spread the wealth! I'd suggest that in time it will be the supply of silversteel that will be the limiting factor, not skysplints.

PS: For tournaments in particular, but also in general, the only gear worth having/making are the terrain specific ones with the 60% bonus. So only ever specialise into those ones.


Edited by Hucbold - 11 Feb 2020 at 16:38
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Hucbold View Drop Down
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Post Options Post Options   Thanks (1) Thanks(1)   Quote Hucbold Quote  Post ReplyReply Direct Link To This Post Posted: 11 Feb 2020 at 16:41
... and of course there are sov bonuses that allow you to accelerate the production of the basic stuff.
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DeliciousJosh View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote DeliciousJosh Quote  Post ReplyReply Direct Link To This Post Posted: 10 Apr 2020 at 10:26
Cottages getting a buff of some sort would be great indeed. The suggestion about cottages being level'd up (maybe to level 5?, to support 5 cotters) could be one way to do it.

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Valaera View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Valaera Quote  Post ReplyReply Direct Link To This Post Posted: 10 Apr 2020 at 12:15
On the one side Hucbold you are correct if all I wanted to do in one town is produce spears.  But a crafter / trader is not just supplying you.  They are supplying you and maybe doing a Short Sword order and than someone comes and asks for some chain.  It can start to become confusing at that time.   What towns can I specialize what towns am I cutting off from making normal supplies I need to kill those rats? 

Cotters to level 5?  I would settle for level 2.  Poor cotter can not even get married.  Maybe make this a discovery so a newbie can not easily access it.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote turnus Quote  Post ReplyReply Direct Link To This Post Posted: 07 Jul 2020 at 11:37
As a newish player, the relative scarcity of cotters because you can't upgrade them and get tons by being a bigger city is important so that new players can play a role in the economy compared to the massive economies of sclae that big players can take advantage of. However, i agree that building multiple crafting buildings should be possible, perhaps with a similar effect to the troop lodges and specialisers by reducing efficiency with more crafters.
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