Money, City Placement

   I somehow am spending 20 gold a turn on maintenance, despite having no unit except my sovereign.  Is this for building roads?

   I learned mining, but could not build a mine on some hills.

   How close should you build cities?  or should you wait to find a bonus tile and build near that?

   I'm deeply in debt.  Is that normal?

   If cities produce a few gold a turn, why do units cost 10 gold a turn in upkeep?

   How many inns should you build?  Just one, like the palace?

   Wandering monsters are a pain to catch.

   Game has promice though.

 

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Reply #1 Top

The economic model isn't even in the game yet so I wouldn't worry about that side of the game until it comes in.

Yeah I agree about the monsters, I'm not even sure if you can catch them, if you right click it just seems to follow them rather than catch them. Thou that might just be coincidence because the times that I've done it I've had the same speed as the critter. At the moment its much easier to just manaully move after them.

Reply #2 Top

Strange. If you have no units, you have nothing to pay. I'll check if roads are charged.

Mining was remove to prevent the bugs tied with it.  You can learn the tech but can't build mines, atm.

About buiolding cities : do it as you wish. It's just a matter of taste : large clusters of cities, or a compact kingdom ?

About unit cost : the economic system isn't in place. The beta 1 is for stability problems.

Inns gives you 1 GP. Usually I build at least one of them in every city, but it's just a matter of taste.

To catch wandering monsters, don't use auto-follow : your unit will move one square after each step done by the monster ! So if the monster run in circles around you, you'll start running around yourself :P

Reply #3 Top

There used to be ore deposits in 0.22, but I haven't seen any since the update.  I guess they took them out.

Close enough that you don't have to spend essence on them.  Far enough away that they don't interfere with each other.

Once you get the hang of it, you can keep from going into debt if you want.  Since most of the gameplay isn't there yet, whether you choose to do so is up to you.

I've had cities that produce ~40 gold.  Not sure what goes into that.  It's probably mostly population.

Most of the monsters don't actually wander very far.  Spiders spend their time around the spider webs.  Trolls spend their time around their lair (the Troll Leader sits on top of the lair).  I haven't seen enough of the bandits to figure out their behavior.  If you don't take the goodies from their respective homes, the monsters will just keep spawning and wandering around that small area.  Then you don't have to chase them very far.

Reply #4 Top

You can also research army cost bonus to reduce money spent each turn. And don't take the report for true : it doesn't reflect the army cost bonus.

 

EDIT: The palace produce gold, as the inns. Put 4 in each city and you'll be rarely short on money.

EDIT 2 : I tried to see if roads were costing money and they don't. But I have strange reports of wages : I have 5 basic soldiers and it cost me 110 gold ... (it should cost 50)

Reply #5 Top

  Is there any advantage (yet) to settling up near rivers?

  Thanks for the feedback, wasn't sure what was or was not a bug.

Reply #6 Top

I didn't see any changes in settling next to a river.

Reply #7 Top

I have confirmed that roads definately cost 10 gold per turn. I have also confirmed that you can keep deficit-speding all you want and nothing ever happens: in short, money really is not useful.

Reply #8 Top

So far as I can tell, only population (taxes) add to income right now, and each road generates a caravan unit that has 10 gpt cost.