This is a good suggestion and one which we will definitely think about in future development.
Obviously, somesort of "cost" to maintain your army and perhaps a seasonal effect could be built in a RLS (Real Life Simulator).
First, I would not detract from the fun of the game and not create huge penalties either. I would'nt want to add something that does not add fun and interest to the game. The RLS is bigger than a breadbox so will be put off for later development.
In fact, the RLS is something that I have thought about for sometime. And now it becomes apparent that the RLS will be a completely different program that runs along side of the game.
From the RLS we can add real life events such as storms, tax collection, bad crops, famine and more. The sky is the limit! We might need to hire a few programmers for all of this!
As long as the "investment" goes to the top ten players and comes from the rest I am all for it!
I look forward to the RLS but don't get too creative, I could do without earthquakes and volcanos wiping entire villages out.
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"May those who love us, love us. And those who hate us, may God turn their hearts. And if he doesn't turn their hearts, may he turn their ankles so we'll know them by their limping." -Celtic Proverbs
Grateful am I to have a sword in which to defend myself at all times, blessed am I for the days I need not use it.
Sometimes I think there is already RLS not enough Food!
Food? I keep running out of wood!
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I have two modes: wiseass and dumbass. Mode is determined by current blood alcohol level.
Drinking is a sport. In order to be competitive, you must practice on a regular basis. Although you can practice alone, it is much more fun to practice with friends. If you're out of shape and practice too hard, you will regret it the next day.
Life is a disease. It is sexually transmitted and always terminal.
Like I said in the Food thread...it's getting ridiculous with the food incoming.
And as I pointed out in the Food Thread, myself and some others (there's more food in the market than what I put in, thus others also sell excess) produce more food than wood. Increasing food production would have a negative impact on us- we already produce more than we need, and we maintain a favorable balance by selling our excess. This is how economy works between nations- there are very few (if any) nations that are totally self-reliant, with no need for foreign trade. I produce excess food, you produce excess wood. We each sell the other our excess, and we're all happy. Picture it from another perspective- would it be fair for me to request that Mac increase wood production so that I did not have to buy any? What effect would this have on a person like you, who already has more wood than they know what to do with? If nobody ran short, and you produced excess- eventually you'd have a huge stockpile of it sitting around going to waste. The only way that excess does you any good is if someone else has a shortage and buys it from you.
I completely understand your point Subhuman and agree that we need to have exchange and all.I for one,didn't know how to use the market...now I know thanks to you and stevenpd who kindly explained on how to use it.
However, it seems that the food ratio is not the same for all and it's a reality.Because it seems that I'm not the only one that noticed the slow income of the resource.
Is it because of the numbers of farms one players possess and/or is it the numbers of workers on them that doesn't balance the income? How one is suppose to know how many farms is enough and how many workers needs to work them to receive a profitable income?
Or then again, maybe the price that are set up for training is not adequate in comparison to each resources and that what makes the food ratio go down too fast and takes a long time to increase again.
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