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Rill
Postmaster General
Player Council - Geographer
Joined: 17 Jun 2011
Location: California
Status: Offline
Points: 6903
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Topic: Vault Posted: 29 Nov 2011 at 04:44 |
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Winter begins December 1, and the 5% food bonus from autumn will disappear. It will be interesting to see what if any effect this has on food prices.
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abstractdream
Postmaster General
Joined: 02 Oct 2011
Location: Oarnamly
Status: Offline
Points: 1857
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Posted: 27 Nov 2011 at 03:25 |
FYI to anyone interested, I've made a few simple observations: As of this posting, in most cases basic and advanced resources do seem to be correcting. During the time of the original post for example, wood was averaging around 2.5 and had been on a steady increase since the middle of September when it averaged around 1.8. By the middle of November the market experienced a period of instability but maintained a general upwards momentum. On November 20 and 21 a correction seemed to take place. A drop of between .3 and .6 gold per res occurred in four of the five basic resource categories, about a 15% loss. Food is the only basic resource to so far escape this fate as it continues to grow in value.
Rill, I appreciate your insight. The factors you mentioned above do appear to account for the activity in the market.
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Bonfyr Verboo
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Rill
Postmaster General
Player Council - Geographer
Joined: 17 Jun 2011
Location: California
Status: Offline
Points: 6903
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Posted: 31 Oct 2011 at 19:42 |
Sure thing ... look for my upcoming paper "Gifts of Prestige, Price Inflation and the Military-Industrial Complex"
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Kurfist
Postmaster
Joined: 14 Apr 2011
Status: Offline
Points: 824
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Posted: 31 Oct 2011 at 19:17 |
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illy economics?
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Patience is a virtue, resource giving is a sin
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Rill
Postmaster General
Player Council - Geographer
Joined: 17 Jun 2011
Location: California
Status: Offline
Points: 6903
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Posted: 31 Oct 2011 at 18:48 |
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I think basic resources have been increasing in price because of a combination of factors, including vets rebuilding after using Exodus, tier 2 buildings that require upkeep sopping up some of the excess resources, players rebuilding armies after the recent war, and the continuing growth of newer players. The recent gift of prestige could continue or accelerate resource price increases as players insta-build. It will be interesting to see if prices continue at this higher level or eventually re-adjust.
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Jane DarkMagic
Postmaster
Joined: 10 Sep 2011
Location: Tennessee
Status: Offline
Points: 554
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Posted: 31 Oct 2011 at 16:31 |
My personal two cents is that it doesn't really matter that much. Also, a vault can also be put up fairly quickly during an approaching thievery if you are online or after the first time you are thieved as a newb since mids and vets would likely be more than happy to send you the 1k res or whatever that was taken. But I think the vast majority of newbs don't have issues. If it were me, getting thieved would make me speed up my search for an alliance so they could walk me through the best defense.
When I was a newb in the very recent past, I didn't want to waste the res building a low level vault that wouldn't protect a whole lot of res. I saved it for consulate and marketplace and library and mage tower and other buildings that would inherently allow me to protect myself better and, therefore, be less vulnerable to thieves.
But that is just my personal play style. Most newbs aren't total idiots and if they ask about vaults, you can give them great bits of information without making all their gameplay choices for them!
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G0DsDestroyer
Postmaster
Joined: 16 Sep 2010
Location: Ásgarð/Vanaheim
Status: Offline
Points: 975
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Posted: 31 Oct 2011 at 13:58 |
To me the vault isn't something worth building, but I suppose if you're going to make a lot of enemies and not join an alliance early on, it may be a good idea. By the way, does anyone know why the basics have went up so much? My guess was on the new buildings, no idea though
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LordOfTheSwamp
Forum Warrior
Joined: 23 May 2011
Location: Swamp of Fyrgis
Status: Offline
Points: 481
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Posted: 30 Oct 2011 at 09:14 |
3-4 levels of Vault, and whatever Mage Tower one can reasonably afford (with killing-type runes) is prudent for new players. It means attackers will certainly lose troops (Runes), may not get anything for their pains (Vault), and can't knock your resources right back to the point where you can't do anything (Vault). That should deter them from repeating the foray, and you are left with some res to work with.
Having built the Vault, how long should you keep it? As HM said, no point demolishing it until you run out of plots.
Edited by LordOfTheSwamp - 30 Oct 2011 at 09:15
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"A boy is building sandcastles on a beach. You go and kick down his castle. You could say that it only reflects how you play with sandcastles. Others may think it reflects who you are." - Ander.
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HonoredMule
Postmaster General
Joined: 05 Mar 2010
Location: Canada
Status: Offline
Points: 1650
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Posted: 30 Oct 2011 at 06:25 |
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I'm pro-vault for all early players and anyone else likely to attract attention from thieves. Only when you start talking specialization and using the new high-upkeep buildings (and run out of plots) do I stop advocating one.
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"Apparently, quoting me is a 'thing' now." - HonoredMule
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The_Dude
Postmaster General
Joined: 06 Apr 2010
Location: Texas
Status: Offline
Points: 2396
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Posted: 30 Oct 2011 at 02:44 |
Rill, you know that I have long been an advocate of a low level vault for smaller players.
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