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  1. #1
    Needs more flowers Moderator drone's Avatar
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    Default Re: Moneys!

    Along the same lines of removing ship trade, has anyone tried adding upgrades to the Port building line? I could see adding a 2-3 upgrades to the line, with cathedral income offering the incentive. Ports have a hardcoded nature about them though, so I'm not sure it's possible.
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  2. #2

    Default Re: Moneys!

    Quote Originally Posted by drone View Post
    Along the same lines of removing ship trade, has anyone tried adding upgrades to the Port building line? I could see adding a 2-3 upgrades to the line, with cathedral income offering the incentive. Ports have a hardcoded nature about them though, so I'm not sure it's possible.
    IIRC this stops the trade/imports income from working. It would still be worth a try though.

    Personally I would be inclined to leave the standard port as is and then improve the dock/ship yards adding any income to them. The trading posts function as a sort of upgrade to ports anyway.

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  3. #3
    Needs more flowers Moderator drone's Avatar
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    Default Re: Moneys!

    Quote Originally Posted by Asai Nagamasa View Post
    Personally I would be inclined to leave the standard port as is and then improve the dock/ship yards adding any income to them.
    That would make a lot more sense.
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    If I werent playing games Id be killing small animals at a higher rate than I am now - SFTS
    Si je n'étais pas jouer à des jeux que je serais mort de petits animaux à un taux plus élevé que je suis maintenant - Louis VI The Fat

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  4. #4

    Default Re: Moneys!

    My economic model:

    Ships are removed, so no sea trade.
    Land trade buildings give more income (by increasing value of trade goods).
    Farm upgrades require technology (so 60% comes in high period, 80% in late period).
    The Inn building costs 1 florin and 1 turn, and AI priority on it is set to max. It also acts as a significant farm upgrade now. Thus the AI builds it in every province they have.
    I don't allow myself to build the Inn, and I destroy an Inns I take. This gives the AI extra money. (I play on Hard because I prefer better AI armies than a huge + to AI stats).
    The castle upgrades are in one straight hierarchy so you have to build all of them one at a time. They take less turns to complete. This makes it less devastating when a castle downgrades from being lost, or when a province is taken while a castle is under construction.
    Upkeep on all units is in proportion to their purchase price. This makes big armies of knights hard to upkeep, while cheaper units are easier. Royal Knights are free to upkeep, but they can't be purchased (they only come with princes).
    Siege weapons and peasants removed for the sake of the AI.
    Landbridges are added all over the place where crossings should be possible, to make up for no ships. (so for instance england can be entered from a lot more directions, as well as all the islands and such).

    I realize those aren't all directly "economic" changes, but they all work together with the economic system in some way.

  5. #5
    Retired Senior Member Prince Cobra's Avatar
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    Default Re: Moneys!

    Strange... As the Spanish, I indeed get fabulously rich. However, as the Byzantines, the coffers are never full. Not bankrupt but not rich as well. I can't remmber I ever exceeded the 80 000 florins (including the last turns in which I am eager to conwuer the 60 per cent and spend little for infrastructure. Perhaps just a few farms so that the ruler gets "Steward" line virtues). As the Byzantines, the coffers vary between 0 and 20-40 000 and as I said only in the last turns reach to 80 000 (sometimes).
    Last edited by Prince Cobra; 06-15-2010 at 06:27.
    R.I.P. Tosa...


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