Is it possible to fix the trade so only alliance members can buy it? Otherwise we would have to do something like tag it, price it at maximum value, and make a pledge to buy only from other alliance members. We'd all end up equal on average, and we would make sure that nobody else bought the stuff. One thing that would be a big help for the alliance is to sell gold on the OM at the end of the turn in exchange for whatever you might need the next day. This means that you don't have anything for halflings to loot, and other alliance members will be able to get gold quickly, which is a big help.
I think that one effective market scam would be to sell gold and demand a lot of stuff for it, possibly even the maximum proce. Some people are often so desperate for instant cash that they would pay 100 scholars or laborers for 7000 gold. We could clean up in the long run.
When I experimented before the reset, I spent about two days fiddling with the open market before I took a turn. I was able to start out on a much better footing, with much more more cash, more useful assets, and 200 turns. Since I had zero score nobody could bother me while I waited around, so I sold all my military and didn't replace it until about turn 190. That saved a lot of maintenence in the critical startup phase. I had more than quadrupled my population and gold intake in those 200 turns.
The game seems to have some odd bugs, though. 600 laborers are only twice as fast as one laborer when they build a village.
As of the time I posted this, the shadowmere server was still down.
I think that one effective market scam would be to sell gold and demand a lot of stuff for it, possibly even the maximum proce. Some people are often so desperate for instant cash that they would pay 100 scholars or laborers for 7000 gold. We could clean up in the long run.
When I experimented before the reset, I spent about two days fiddling with the open market before I took a turn. I was able to start out on a much better footing, with much more more cash, more useful assets, and 200 turns. Since I had zero score nobody could bother me while I waited around, so I sold all my military and didn't replace it until about turn 190. That saved a lot of maintenence in the critical startup phase. I had more than quadrupled my population and gold intake in those 200 turns.
The game seems to have some odd bugs, though. 600 laborers are only twice as fast as one laborer when they build a village.
As of the time I posted this, the shadowmere server was still down.
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