This is how i think this tradegood should be reworked
1)"exhaustion bar" mechanic - how much gold is left in a province. Below 50% prod. dev/income ration worsens. Obviously - more prod. dev - faster it goes down.
2)"refillment" - spend X mana points of all 3 types to refill Y % of bar (very balance-intense thing, so no numbers from me). Suspectible for all power cost mod., achieving tech level 10/15 etc refillment is 5%(2.5%) cheaper. Each refillment have a 10-15 yeras coolddown.
3)gradation of mine values - coin income from each prod. dev is determened by "richness of deposit" - 4-6 levels ranging from poor (and hard to mine) to inexhaustable (and easy to mine). Higher grade deposits exhaust slower.
4)Previously mentioned inexhausteble mines only in 3 (canada, SAF, Australia) to 5 (siberia, indonesia) pre-determined provinces in the world. Exhaustion bar is always full.
-workshops and counting houses makes prod. dev/coins ratio better, Manifacture (say "mining office") old +1 goods produced.
Changes to countries, tags etc
1)Germans can make Goslar great ag....produce gold agian. Decision, 10-15 tech level, some innovativeness, proper 3-level advisor needed.
2)Kutna-hora mine (and other smaller silver mines in Bohemia). If not from get-go, but at least from the mission, Bohemians should get their 2nd gold prov.
3)East Egyptian desert - depleted a century ago, but game do streach 15 century reality a bit, so it IS realisitic to revive 1 prov. to gold trade good.
4)Russia/Muscovy must get an analog of Portugugeese mission, which doubles (or what exact num. there) weight of gold in SIberia
5)Price Revolution disaster to Castile/Spain - economic problems only, unless managed extremly poorely. Cured by increase of directly-owned dev. (it is normal to increase money supply while in economic growth) or after several trade good-price change events, representing incresed supply of asian goods.
1)"exhaustion bar" mechanic - how much gold is left in a province. Below 50% prod. dev/income ration worsens. Obviously - more prod. dev - faster it goes down.
2)"refillment" - spend X mana points of all 3 types to refill Y % of bar (very balance-intense thing, so no numbers from me). Suspectible for all power cost mod., achieving tech level 10/15 etc refillment is 5%(2.5%) cheaper. Each refillment have a 10-15 yeras coolddown.
3)gradation of mine values - coin income from each prod. dev is determened by "richness of deposit" - 4-6 levels ranging from poor (and hard to mine) to inexhaustable (and easy to mine). Higher grade deposits exhaust slower.
4)Previously mentioned inexhausteble mines only in 3 (canada, SAF, Australia) to 5 (siberia, indonesia) pre-determined provinces in the world. Exhaustion bar is always full.
-workshops and counting houses makes prod. dev/coins ratio better, Manifacture (say "mining office") old +1 goods produced.
Changes to countries, tags etc
1)Germans can make Goslar great ag....produce gold agian. Decision, 10-15 tech level, some innovativeness, proper 3-level advisor needed.
2)Kutna-hora mine (and other smaller silver mines in Bohemia). If not from get-go, but at least from the mission, Bohemians should get their 2nd gold prov.
3)East Egyptian desert - depleted a century ago, but game do streach 15 century reality a bit, so it IS realisitic to revive 1 prov. to gold trade good.
4)Russia/Muscovy must get an analog of Portugugeese mission, which doubles (or what exact num. there) weight of gold in SIberia
5)Price Revolution disaster to Castile/Spain - economic problems only, unless managed extremly poorely. Cured by increase of directly-owned dev. (it is normal to increase money supply while in economic growth) or after several trade good-price change events, representing incresed supply of asian goods.
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