MuzzyDev
Posts: 19
Joined: 11/20/2010 Status: offline
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ORIGINAL: LarryP MuzzyDev; It means a lot to every gamer that comes here for you to post here with us. Thank you very much for your post and information, and above all your honesty about the early version of the game and the manual. I am one of the gamers that always got stuck in a loop with the economy. I own the original and the Gold edition, and it was always the same. Economy woes. Too much like real life to enjoy doing it too in a game. I will keep your advice in mind should I play the demo from Matrix. One question... any hope for a future manual? Thanks again for your post. Hi Larry, Thanks for your kind words. We've always wrestled with the choice of depth vs. fun when it comes to the economy. It was important for us to make the economic concerns a key part of the game (it is a game developed with Niall Ferguson, so economics must play a part), but we wanted to have players be able to set some things and not have to worry about it every turn. The problem is most of your focus on the economy is towards the beginning of the game, when you are also learning how to do everything else! If you begin in the 1933 scenario, you will tend to have more of an economic hole to dig out of than one of the later scenarios, as was the case historically. Don't sweat being in debt fort a while, just try to minimize it. A common mistake is to build too much too fast, and end up so deep in debt your stability starts to fall. Different countries do this in different ways, but in general I find you can makes some real cash by "playing the market", buying resources low, then selling off when the price rises. If you build some arms you can often sell them for big money, especially once war has started somewhere. Always be updating a few cities, building a university or two, and upgrading one or two resource producers (coal and metals are the best early on). AFA a manual and more documentation in general, it's always been a priority, but only now has the game settled to the point where it's worth investing time in it. We plan to enhance the in-game encyclopedia (as zyk001 suggested) and also update the manual itself. Chris--
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Chris Parsons Product Manager Muzzy Lane Software
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