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Rejected What if old GBs would cost goods too after their boost

Reason
Itll enhance the trading economy
Details
see text
Balance
needs to be put on beta server first
Abuse Prevention
cant see any abuse potential
Summary
biost okd GB really good and maje them cost goods to level up
Have you looked to see if this has already been suggested?
hasnt
Lets say every old GB got boosted (and i mean really good boosts which make each one of them very desirable).

In addition to this, every boosted GB would then cost goods too to level up. The higher the more goods.

for example: when the boosted zeus goes life, a player has two choices:

they keep their old zeus and can also level it normally

or they can chose (can also chose at a later time if they want) to have it reset to level 1 (no FP will be redeemed)

Then it would turn into the boosted version of Zeus, level 1. And then the player could level the boosted version, with goods and FP.

(another, completely different option could be, and it would replace the above mechanic: Players could upgrade their GB to NEO. No levels would be lost, but the higher the GB is the more expensive the transformation to NEO would be. NEO GB's would then cost FP and goods to level them up)

Wouldnt this enhance the whole ingame economy and the trade?

Itll be fair too because those who have their old GB's already at a high level would have to spend alot more goods.

I think it would make the gane more exciting because of goods becoming much more important.

I would love to spend my time trading goods all day

And the best: Advanced Players would finally place buildings which produce goods again
 
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Thats simply not true. Try to trade down to early eras, you will notice its simply not possible in amounts which are remotely sufficient
And you think goods building will do?
Goods building can produce up to 30 goods par day (until the production time is changed to 5h, 10h, 20h), with a footprint that is in the best case 6 squares + roards and most are bigger.

Event building and oversea settlement building can have a production of hundreds of goods and take as little as 12 squares. Example: Hut of Sacred Instrument 525, Shinto Temple 420, Sun Temple 370, Captain Bao's Warehouse 228.
 
Thats simply not true. Try to trade down to early eras, you will notice its simply not possible in amounts which are remotely sufficient
With GvG gone the only big need for early era goods (more than 2 eras earlier than the players era) is to stock the Guild treasury;. If a guild experiences a chronic shortage of a particular early era good (because the members in this era cannot keep up with the need) then treasury donations become necessary. The best way for higher era members to get early era goods, through trading in the market, is to load up their friends list wit players in that era. The neighborhood is a poor source (no players in the needed era). The Guild is no good (the members in the era needed don't have the goods). Only the FL can be a good hunting ground. Load up your FL with the right era players and offer unfair trades in their favor.
 

Emberguard

Overlord
And the best: Advanced Players would finally place buildings which produce goods again
Only way this works is if the game gives us Down-Reno’s

Otherwise without Down-Reno’s it won’t be feasible to produce or move goods around in the quantities necessary. We‘d all be waiting for someone to unlock a level on their great building so we can dump Forge Points, so we in turn can collect goods from our productions to unlock a level.

I strongly suspect if goods were added to unlock costs on all great buildings, we won’t have two separate tracks to choose from. It’s more likely they’d scrap the current stats and level costs entirely to replace them. If you split it into two tracks that’s a lot of extra work and chances are only only of each will get heavy usage from the playerbase preferences
 
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