Idea for production increase

  • So, the introduction of Shrine was great, for some resource boost.

    For the moment, it is very welcome.

    But, in order to deal with the incoming resource requirements and not to leave our accounts to our grand-grandchildren, the next big thing could be, for GF, to stack-up the bonuses, instead of adding them all to base production.

    I know this how they worked until now, but this could be a useful resource income boost, that we will for sure need.

    Calisuper, L.O.B, Steam Engine and 2 others like this.
  • There is a reason why each bonus or booster or reducer is being applied to the base amount - to make calculation simple, easy and consistent.


    I'd suggest to think about an alternative and more meaningful solution for additional resources, instead of just changing formulas to get more.

  • One thing that could benefit gameforge and the player is to make a premium function which gives 30% of base amount, say it for 60 days costs 150 ambrosia,

    Helios oil costs 40 and give 10% if you have helios tower, Steam saw for 60 days costs 70 ambrosia. so 150 ambrosia for 30% isn't unresonable and gameforge would recive more money.


    But since gameforge already added the shrines i think another resourse boost rather than remake the current sawmill/forrest and luxuary and increase the levels isn't to be seen in the comming year/years.

    Steam Engine likes this.
  • But since gameforge already added the shrines i think another resourse boost rather than remake the current sawmill/forrest and luxuary and increase the levels isn't to be seen in the comming year/years.

    I don't think so because the resources requirement for the high GR's is still illogical.

    From my exp, although GF came up with 21 towns at once (ver 8.0.0), they won't give all increasement facilities at once as well, they will bring something similar to Shrine in the upcoming years.

  • But since gameforge already added the shrines i think another resourse boost rather than remake the current sawmill/forrest and luxuary and increase the levels isn't to be seen in the comming year/years.

    I don't think so because the resources requirement for the high GR's is still illogical.

    From my exp, although GF came up with 21 towns at once (ver 8.0.0), they won't give all increasement facilities at once as well, they will bring something similar to Shrine in the upcoming years.

    Now i have played since i was a kid so don't take my word on this, but since i started play the game active again 5 years ago the resourse stuff on the island have been untouched what i can remember since i returned!


    So a remake would be good, not just add new levels, but add more and lower donation requirement something like that would be my guess makes it better for the newbies on new server and old ones.

  • None of my mines have are max level Im jelly for those people with high mines, in my exp the islands like that usually are funded by 1 or 2 generous players with the rest pitching in small amounts.

    So I don't think max mine level needs to be touched, the lower upgrade requirements would be good though.. when they developed the game they probably planned for 12+ players to be pitching in regularly and made the costs based on that and if that was the case on the majority instead of minority of islands I'd say it would be fine.

    So you have to consider do you plan for what you expect or should have happen or do you adjust based on the in the moment reality of game play..

    That's a tricky question because adjusting to the reality of gameplay is a big change in the game for what might be a passing phase in the ever changing landscape.

    Im not saying one way of doing this is more valid then the other just im not sure adjusting the mines max levels or donation requirements is nessaarily where we should take this.

    One thing I remember as a new player was the lack of available resources, it's difficult to build out you first 5 or 6 towns.. I remember I got started on a sulfur island which is probably the worse island you can start on because what you need more than anything to build is marble.

    So I have an idea.. perhaps islands could have a secondary resource, like you would have sulfur (major) and wine (minor)


    * And lets say the minor resource has half the capacity and max level (separate mine though so you still have to donate to build it up), it just only has 1/2 the potential of the primary mine.

    * Another way might be to have a research line that allows you to collect other resources along side the main resource.


    say for example.. you're mining for marble but you find some small deposits of crystal or sulfur along the way.


    so maybe you're producing 3k /hr marble but are collecting say 1/5th of that in another resource.


    This way although you're still collecting your main resource you could also find small qty of a secondary resource thru chance.


    the research line could increase the amount of secondary resource you get.. so say starting out it might be really small but thru better mining and refining technicians you're able to extract/capture a secondary resource as a by product..


    might be a little weird using that logic on wine though.. not much wine found in sulfur mines :P


    * a 3rd way to do it might be simply to have workers find random resources coming back and forth from mine/town.


    every hour or perhaps every 24 hours ( you could even randomize the hour of day so people couldn't spike workers to cash in and mark it as a once per day event)


    (Example 1k workers / x24 = 24,000 base calculation)

    - Your workers on their way home from the forest find a wild patch of grape vines: they bring it back to the town (Bonus 4,800 wine)


    just some ideas

    Diplomat for Raging Kings [RK] - Eurydike (US)

    L.O.B likes this.
  • Maybe a building that increases the value of donations to the saw mill and the luxury resource (to see: how it is increase)

    Good suggestion considering some players have maxed out their islands. Will they get compensated?

    I'd suggest to think about an alternative and more meaningful solution for additional resources,

    Since GF encourages players to be online in daily basis, how about a monthly timer count down (like Piracy) for pillaging system ? the more pillage , the less loading time, OR the more pillage, the more capacity percentage in cargo ships increasement.

    Edited once, last by L.O.B ().