16
Strategus General Discussion / Re: Rethinking trade, so it might work a bit better.
« on: October 19, 2011, 04:32:00 am »
In some way, the degree to which a fief's needs are met by trade goods could influence the recruit and crafting rate. That is, if a village's food demand is not being met, maybe it could be penalized by a lower recruitment rate, whereas if it has its demand met, then it has a higher recruitment rate. Similarly for tools, except with respect to crafting efficiency.
Not sure how luxuries might factor in, perhaps it could be related to prosperity, or just remain a generally high profit margin good.
Not sure how luxuries might factor in, perhaps it could be related to prosperity, or just remain a generally high profit margin good.