Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 3 [4]

Author Topic: Game Balance: Iron, Steel, HFS, etc.  (Read 3678 times)

Urist Imiknorris

  • Bay Watcher
  • In the flesh, on the phone and in your account...
    • View Profile
Re: Game Balance: Iron, Steel, HFS, etc.
« Reply #45 on: April 11, 2010, 12:30:43 pm »

I actually preferred the old version's 1000 dorfbuck anvils for precisely the reason Deathworks brings up.
Logged
Quote from: LordSlowpoke
I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

BigD145

  • Bay Watcher
    • View Profile
Re: Game Balance: Iron, Steel, HFS, etc.
« Reply #46 on: April 11, 2010, 12:37:34 pm »

I actually preferred the old version's 1000 dorfbuck anvils for precisely the reason Deathworks brings up.

You could just lower your starting points in world gen.
Logged

Paul

  • Bay Watcher
  • Polite discourse with a dash of insanity.
    • View Profile
    • Need an affordable website? I can help.
Re: Game Balance: Iron, Steel, HFS, etc.
« Reply #47 on: April 11, 2010, 12:40:10 pm »

Raw materials on a whole are excessively cheap compared to quality manufactured goods. Quality just scales the price up a bit too fast IMO.

For instance, masterwork stuff is 12 times the value of standard stuff. Exceptional is 5x, going down 1x per ql until standard. Add to that the fact that the base value of the lowest quality is already significantly higher than the raw materials and you have a serious imbalance in values.

For instance, a steel craft is worth two times the value of a bar of steel. So even a complete idiot can double the value of a bar of steel by making a no quality earring out of it. An exceptional steel craft can buy 10 bars of steel, which can be made into 10 crafts, which can buy 100 bars of steel, and so on. A tiny bit of trading for raw materials and exporting the product generates exponential wealth.

IMO the quality levels should be significantly less cost boosting. The quality values could be 1, 1.5, 2, 2.5, 3, and 4. That way exceptional would be 3x, masterful would be 4x. Then reduce the value of goods to the same value of the raw materials (meaning low quality would be equal to materials, with higher quality being required for profit). If this was done across the board it would be way more realistic, with a fortress actually having to work to buy out caravans.
Logged
Do you like Science Fiction? I'm writing the Weaveborn Saga over on Royal Road and my website. Link

Deathworks

  • Bay Watcher
  • There be no fortress without its feline rulers!
    • View Profile
Re: Game Balance: Iron, Steel, HFS, etc.
« Reply #48 on: April 11, 2010, 12:45:29 pm »

Hi!

You could just lower your starting points in world gen.

We are not talking about the embark point value (that is actually nice). We are talking about the price tags in the caravans. If you don't request anvils and the traders also have no special interest, iron anvils are 100 and steel anvils are 300 dwarf bucks now. And cutting down 10 trees or producing 10 pieces of worthless stone is quite simple and quick - in my current fortress, I had hoped to avoid the usual rush of migrants by not doing anything for spring and summer except for putting the food into a soil cavern (didn't help, still got boosted to 18 dwarves in the first year). Craft production using wood/stone started only in early autumn, but yet I was able to buy an iron anvil, food, and metal from the first dwarven caravan without problems.

The only thing that makes producing your own steel items actually interesting (besides using up the pig iron) is the tendency for ridiculously expensive decorations the traders have. But if you see an undecorated steel shield with the dwarves, you would be a lousy merchant not to buy that cheap thing.

Deathworks
Logged
Pages: 1 2 3 [4]