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Strategus for dummies

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chadz:
Whats wrong with this strategus? Last round I got gold for doing nothing, why doesn't that work any more?
Because it was silly. Strategus will reward those spotting and using chances, not those sitting in a town waiting.

Therefore, you now have several ways of getting money, some are more, some are less profitable.
Sorted:
Begging (gives you one gold per hour up to 35 gold, overrides visiting fee)
Crafting Goods and
 - selling them to the fief you are in (low profit)
 - selling them to professional traders (medium profit [estimate])
 - selling the to faraway lands (high profit)
Crafting Items and selling them
 - to the town (medium loss, probably the most silly option of em all)
 - to other players (can be very high profit)

How am I supposed to take castles or towns? They have so many troops!
You are not supposed to take them yet. They will be updated with appropiate numbers in some time.

Could items be put on a market in villages and such?
I am coding a towncenter as we speak. It will be only available in towns. You can put goods and/or equipment up for sale. People can buy from the stack, either some or all items. The money will be saved in the towns bank and can be recovered when you re-visit the town.

Faraway goods bonus:
round(pow($distance_percent*100, 1.28));
max distance = 139 km

begging for money dont override the towns /fiefs visiting fee!
When you look filthy rich, no one will give you a coin, and you will have to pay nonetheless. Towns don't like fake beggars.

How should I equip my men? Items are soooo expensive!
Craft them. Crafting gives at least 30% discount, and up to 80%. If you cant craft, buy from another player.

I am stuck! I can't move in any direction!
Wrong. There is always one direction you can move into. Check the "zoom" link in your character page, it shows you what direction you can move into without hitting a border.

Trading? Crafting?I have no idea what all those values mean!
Short version: you should produce goods where they are cheap,
you should sell them where they are expensive,
and if you have the guts to do it, travel long distance to receive a bonus.
Let's have a closer look at a fief:
The prosperity is a value that is randomly increased or decreased by one every day on a random hour.
After it's updated, the entire prosperity value is added to the price in this location (note: prosperity can also be negative).
Every location has one price for all goods. It's not like "we want this good so badly, we'll pay a lot for this", it's more like "we're filthy rich, we just pay a lot for whatever you bring us". I know it's not really advanced economics (or even basic :P), but it should serve it's purpose for the time being.


So the good type doesn't matter at all? And what's the distance bonus anyway?
Funny that you ask both in the same question - because they are connected! So, every location produces a certain good, and the distance bonus is always calculated from the original locations place. You can give the goods to someone else, or rob someone - the original location stays the same. The highest theorethical distance bonus is 360%, so you might be lucky and sell at your destination for 115 instead of 25. Of course, the route is long and dangerous, so be prepared to meet raiders on the way.





feel free to ask questions, i'll answer them (maybe)

PhantomZero:
Could items be put on a market in villages and such? That way people in a village could sell things for higher than selling it to the village without having to find some third party roving trader? And the trader could just show up and see what is available?

Towns could still be reserved for trading in equipment like that, I was referring to the village's trade good.

Lt_Anders:

--- Quote from: chadz on October 15, 2011, 01:34:34 am ---Whats wrong with this strategus? Last round I got gold for doing nothing, why doesn't that work any more?
Because it was silly. Strategus will reward those spotting and using chances, not those sitting in a town waiting.

Therefore, you now have several ways of getting money, some are more, some are less profitable.
Sorted:
Begging (gives you one gold per hour up to 35 gold, overrides visiting fee)
Crafting Goods and
 - selling them to the fief you are in (low profit)
 - selling them to professional traders (medium profit [estimate])
 - selling the to faraway lands (high profit)
Crafting Items and selling them
 - to the town (medium loss, probably the most silly option of em all)
 - to other players (can be very high profit)

How am I supposed to take castles or towns? They have so many troops!
You are not supposed to take them yet. They will be updated with appropiate numbers in some time.


feel free to ask questions, i'll answer them (maybe)

--- End quote ---

Can we get the % for faraway bonus? Like 9000meters is +75% rather than guessing, or going futher than limit allows(is there a max cap?)

chadz:
Could items be put on a market in villages and such?
I am coding a towncenter as we speak. It will be only available in towns. You can put goods and/or equipment up for sale. People can buy from the stack, either some or all items. The money will be saved in the towns bank and can be recovered when you re-visit the town.

Lt_Anders:
what does, Distance_Percent mean?

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