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Alfred

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  1. For the trading part, i was wrong about it. It should be a percentage of the goods which are transported. For example, 100 wood, you receive 5% in tarrifs. This means for each transaction in this case, you receive 5 coins. This could also have technologies in phase III, in which you could raise import taxes to 10, 15 and 20%, while decreasing the amount of trading goods by 10%, 20%, 30%, 40%. For instance, if you normally are trading 100 wood per trader, with 20% tariffs, you get 20 coins for each transaction, but only get 60 wood. I hope you know what im saying.
  2. yeah thats why I was thinking you could use the barter system instead, as I suggested. I dont know if this is too hard, or you are already too much in the midst of modding, but I had several ideas for that. Im certain you could have come across these before: - Dont make houses generate coins (until stage III). - Have what i call 'nobility buildings'. These include the apadana for the persians and prytaneion for athenians. These should generate gold, at a moderately high rate. (Also depending on where they are situated). It should be 0-2 coins/second. These buildings get +1 coin for each temple or farmland they are near to, but caps are +2 coins/second. This historically was the case in many civilizations. - The market building doesnt generate coins itself, but each time a trader gets from one point to another, the trader 'pays' 1 coin. There should also be a minimum distance between two markets (or two dockyards, a market and a dockyard). This is true historically, as a country receives import taxes. - The temples generate gold. The amount depending on how far away they are from the houses. For each house close to a temple, you could generate 1 gold/second. There should also be costs to running the temples. Therefore, you could have the rule that temples generate -2 coins/second, and therefore, to make them profitable, have to be build near houses. These cap at 1 coin/second. This is true historically. - In the final (third) phase, have taxation technologies that in each level you could get 0.1, 0.25, 0.5 gold per house. However, this would mean for the non-champion units, they would receive a -25%, -50%, and -75% loss to health and gather rates. Sure this is harsh on the workers, but eventually, this is would create the specialization we see in high tier nations/ societies. Also as you tax more the people, the lesser their living conditions (obviously). I hope this helps.
  3. @azayrahmad Ur doing an excellent job creating this mod. I was wondering what you think of the following idea I had: Have money(silver as it is called apparently) be really slowly gained. Im talking about 1 silver per second for 10 or 20 houses (depending on how much pop the house provides. e.g. romans only need 10 houses for this, while egyptians need 20. I think you get what I mean). This will mean that much of the silver will have to be bartered if it is required. I think this makes historical sense, because when there is a war or when a nation is preparing for a war, the nation will sell their resources (food, wood etc) in order to pay for the war. In terms of gameplay, this would mean having all your workers (soldiers and citizens) on resources, until you aquire enough silver to create a massive champion army and btfo your enemies who have been using citizen-soldiers exclusively because they think it is more efficient and 'cheap'. For champions itself, you could put a much heavier dependence on silver. For Example a persian immortal: 125 food, 100 wood, 75 iron. New Persian immportal: 125 food, 10 wood, 5 iron, 150 silver Hope you know what I am talking about.
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