Beorn -> List of things I have seen so far (7/5/2005 5:11:40 PM)
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7.4.3 says that low levels of roads limit other developments. Development beyond the road development of a city take more labor to complete. The increase is double for developments one level greater than the level of roads, triple for developments two levels greater... Apparently, it is time not labor that is increased. The manual seems to say under 7.1 that you cannot stockpile more than 50 units of labor, yet it appears that the limit is much higher. The manual does not make clear what actions a nation can take against privateers. ********************** In general, the gray boxes accounting for total commodities being produced and stockpiled in the nation are very confusing or else wrong. Theses numbers on the development advisor page do not agree with the numbers on the economic advisor page, and neither agrees with a summing province-by-province. I think there is something going basically wrong here. I can be produce more than 80+ luxuries in my provinces, trade 35, and end up with none for my own people -- and this is clearly not a matter of waste or being stolen. As far as I am concerned, this is the #1 game problem at the moment. Money, similarly, does not seem to add up. Bottom line here, I see no problem with fogginess predicting what will happen in the future, but 1) your advisor predictions should be clear and agree with what is visibly being done in the provinces 2) the accounting for what happened in the previous month really needs to be a lot more clear, such that a chart shows: ==>starting stockpile ==>produced ==>traded ==>consumed ==>wasted etc, etc ==>new stockpile ********************* I am very foggy as to the making of textiles from wool and cotton * as to what city quality inherently links up with the production of textiles * as to what city development improves the production of textiles * as to what good a stockpile of wool (or cotton) does you when it seems that you just get a few textiles and a lot of wool together, with all the extra wool permanently left over. 7.1.2 says that cotton and wool are converted to textiles by trade labor in provinces. Each province can convert an amount equal to its population x its trade labor / 50. I don't really understand what "trade labor" is. I mean, "labor" is an untradable commodity, but I don't see what "trade labor" is. Also, each level of factory increases the output of labor by 50% and the output of manufactured good -- iron and luxuries -- by 10% Each level of farms increases the output of agricultural commodities -- horses, food, timber(!), wool, cotton, and wine by 10% But how about the rate of textile production? It seems like it is the agricultural slider that affects textile production, but textiles are not listed as being increased by farms, which makes intuitive sense. It's all pretty murky to me. ********************** When a trade route is broken, I wish that the specific trade were printed out (6 Iron for 6 Textiles, etc.) When a trade route is broken, I wish that the trade were referred to by province name rather than city, since that is the way the trade screen is organized. I wish it were clear when a trade route is permanently gone, and when it is only interrupted. The wording is not intuitive. I think by "broken" you mean "interrupted." ********************** Meaning of difficulty levels is not in the manual
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