Let's start with the results, since that's faster.
First, last and only place :
[SIZE="5"]Mardoc[/SIZE] - reached the goal on t173
There were no other submissions within deadline.
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So why did I try to float this apparent lead baloon of an Adventure? Few reasons ( including the fact Bob was looking tired and could use a breather
), but mainly in hope of attracting some actual gameplay feedback for Sareln and resolving some of the question marks hanging around the changes. The one posed here was
'Is the Foreign Trade implementation in Build 4 sane?'
So is it too strong? Is it a new Aristocracy perhaps? Or maybe it's still not enough? Does it make a pure trade route economy possible? If yes, what's the potential and requirements?
500 commerce was picked on completely arbitrary as a figure that boosted by %age bonuses would give a strong base for late game. I rolled a continents map to make sure there would be some intercontinental trade possible. I made sure there's a direct competition for key wonders by placing Hannah. I placed Tebryn on the same landmass as the player to keep people mildly honest in regard to expansion speed and military presence. Apart for that I was fairly generous with providing an environment for a relaxed game and making the target easy to reach. I expected the key elements of the puzzle to be the Lighthouse, Foreign Trade civic, Overcouncil, Optics and Astronomy.
My own, rather unfocused, shadow game finished on turn 155. Which is close enough to figure of 150 I estimated before launching the map. Last dozen turns or so was just waiting for the cities on the middle island to grow enough and finish lighthouses. During the time I kept Tebryn from going aggressive with liberal use of gifts, but never really got an open borders with him as he picked me as his worst enemy. I stayed Expansive on first trait swap to keep up pushing cities. Production shortages were fixed by liberal application of whips all over the place. Generally I had a nice and quiet sandbox with an occasional spider eating my settlers.
To answer my own questions - it's not overpowered, requires a lot of infrastructure in hammers and beakers spent teching economy. It's distinctly average without intercontinental routes. Certainly you can't rely on it alone for commerce and on water light maps it'll be at best a part of a hybrid approach. Is it too weak? Also probably not. It finally makes for a valid choice on par with agrarianism, if more situational.
Which is all made redundant anyhow, because Sareln changed FT again for Build 5![lol lol](https://www.realmsbeyond.net/forums/images/smilies/lol.gif)
So anyway, thank you for giving it a whirl and I hope everyone that tried this had fun. I'd also like to encourage everyone that didn't finish or abandoned the attempt to post even a partial report. Sareln will still be able to pull valuable info from it.
First, last and only place :
[SIZE="5"]Mardoc[/SIZE] - reached the goal on t173
There were no other submissions within deadline.
---------------------------------------------------------------------------
So why did I try to float this apparent lead baloon of an Adventure? Few reasons ( including the fact Bob was looking tired and could use a breather
![wink wink](https://www.realmsbeyond.net/forums/images/smilies/wink2.gif)
'Is the Foreign Trade implementation in Build 4 sane?'
So is it too strong? Is it a new Aristocracy perhaps? Or maybe it's still not enough? Does it make a pure trade route economy possible? If yes, what's the potential and requirements?
500 commerce was picked on completely arbitrary as a figure that boosted by %age bonuses would give a strong base for late game. I rolled a continents map to make sure there would be some intercontinental trade possible. I made sure there's a direct competition for key wonders by placing Hannah. I placed Tebryn on the same landmass as the player to keep people mildly honest in regard to expansion speed and military presence. Apart for that I was fairly generous with providing an environment for a relaxed game and making the target easy to reach. I expected the key elements of the puzzle to be the Lighthouse, Foreign Trade civic, Overcouncil, Optics and Astronomy.
My own, rather unfocused, shadow game finished on turn 155. Which is close enough to figure of 150 I estimated before launching the map. Last dozen turns or so was just waiting for the cities on the middle island to grow enough and finish lighthouses. During the time I kept Tebryn from going aggressive with liberal use of gifts, but never really got an open borders with him as he picked me as his worst enemy. I stayed Expansive on first trait swap to keep up pushing cities. Production shortages were fixed by liberal application of whips all over the place. Generally I had a nice and quiet sandbox with an occasional spider eating my settlers.
To answer my own questions - it's not overpowered, requires a lot of infrastructure in hammers and beakers spent teching economy. It's distinctly average without intercontinental routes. Certainly you can't rely on it alone for commerce and on water light maps it'll be at best a part of a hybrid approach. Is it too weak? Also probably not. It finally makes for a valid choice on par with agrarianism, if more situational.
Which is all made redundant anyhow, because Sareln changed FT again for Build 5
![lol lol](https://www.realmsbeyond.net/forums/images/smilies/lol.gif)
So anyway, thank you for giving it a whirl and I hope everyone that tried this had fun. I'd also like to encourage everyone that didn't finish or abandoned the attempt to post even a partial report. Sareln will still be able to pull valuable info from it.