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Thread: What are the main things you want to see fixed from EB1 in EB2???

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  1. #1
    Member Member stratigos vasilios's Avatar
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    Default Re: What are the main things you want to see fixed from EB1 in EB2???

    Not sure if this has been thrown up in this thread... Regarding the trade resources on the campaign map (i.e. furs, silk, grain, olive oil and amber), I'm hoping buildings are available to increase their trade value. Very similar to the trade buildings in the mod DLV, examples could be a silk mill or an olive oil grove. I can't remember if there were similar buildings in EBI, exam study does that to my memory...
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  2. #2
    EBII Mod Leader Member Foot's Avatar
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    Default Re: What are the main things you want to see fixed from EB1 in EB2???

    Quote Originally Posted by stratigos vasilios View Post
    Not sure if this has been thrown up in this thread... Regarding the trade resources on the campaign map (i.e. furs, silk, grain, olive oil and amber), I'm hoping buildings are available to increase their trade value. Very similar to the trade buildings in the mod DLV, examples could be a silk mill or an olive oil grove. I can't remember if there were similar buildings in EBI, exam study does that to my memory...
    Individual trade resources cannot have their individual resource value increased. Building capabilities that affect trade value (there are two of them) affect all trade resources in a province. For example, if the Olive Grove increased trade value in a province by 10% if there is an Olive Oil resource, this 10% will increase the trade value of any other resources in the province. It is misleading to have a building concept that, by its description, gives the impression that only one resource will be improved, but in actual fact improves all trade resources in a province. In EBII buildings will be designed to reflect this.

    Foot
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  3. #3
    Member Member stratigos vasilios's Avatar
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    Default Re: What are the main things you want to see fixed from EB1 in EB2???

    Quote Originally Posted by Foot View Post
    Individual trade resources cannot have their individual resource value increased. Building capabilities that affect trade value (there are two of them) affect all trade resources in a province. For example, if the Olive Grove increased trade value in a province by 10% if there is an Olive Oil resource, this 10% will increase the trade value of any other resources in the province. It is misleading to have a building concept that, by its description, gives the impression that only one resource will be improved, but in actual fact improves all trade resources in a province. In EBII buildings will be designed to reflect this.

    Foot
    Ahhh ok. For conversation purposes, let's use the silk mill as an example. It doesn't increase the trade 'power' of the silk resource, but the 'power' of the entire region. So the bonus isn't on silk itself but trade as a whole? (I know I've probably paraphrased what you've just said, but it'll sink in if I do this).
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    EBII Mod Leader Member Foot's Avatar
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    Default Re: What are the main things you want to see fixed from EB1 in EB2???

    Quote Originally Posted by stratigos vasilios View Post
    Ahhh ok. For conversation purposes, let's use the silk mill as an example. It doesn't increase the trade 'power' of the silk resource, but the 'power' of the entire region. So the bonus isn't on silk itself but trade as a whole? (I know I've probably paraphrased what you've just said, but it'll sink in if I do this).
    That's the one. It makes the whole concept of buildings affecting specific resources difficult to handle. It also rather ruins the perspective of the player. A player, playing as the government of their faction, wouldn't be concerned with the construction of a silk mill - private ownership of production is really out of their hands and perspective - and so in EBII this player's perspective is going to be consistent and will define the buildings that are available. You won't construct buildings that produce things (that's not entirely true, but I'll keep the specifics secret for now), but will instead invest in buildings that secure trade through your region; protecting caravans from bandits, and merchant ships from pirates.

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  5. #5
    mostly harmless Member B-Wing's Avatar
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    Default Re: What are the main things you want to see fixed from EB1 in EB2???

    I very much like what you have said here, Foot! Keeping things consistent in terms of what exactly the player controls is a nice thought. Thank you for the info!

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