First and foremost, thanks a lot
@SadShogun for jumping in the thread and giving us informations. Wether we like said information or not, it's absolutely great to have explanations for why things are in the game, which are intentional and which are not, and what the plans are. It helps a lot !
The problem, as we already discussed
here, is that the formula is based on exponential growth, which is completely insuitable for real-life values as it goes far too high far too quickly.
Samely, I suspect the whole concept of "tier" for gear is a gamey system that doesn't fit well in the verisimilitude of the world and adds some artificial value to gear rather than having said value be a logical consequence of the usefulness of the item.
I don't think even a factor of 3 to 6 is enough to bring down prices to a believable level. 100 000 denars is still a price that could be compared to a whole castle, not an armor or a weapon.
I understand the point, but I disagree that hugely priced gear is a suitable goal for a game in this genre. We are in a game about kingdoms, cities and whole armies. Pieces of gear should not play on the same levels as the fate of countries.
What should be a late-game goal is being a king or a general, not having a breastplate.
Armies should be expensive, not gear.
I'm rather wary about such kind of solution. When a system gives bogus results, I'd say the good solution is to fix the system so the results are adequate. Here you suggest to add another system to correct the bogus results instead. It feels like overengineering (adding complexity instead of simplifying to solve the problem) and it risks causing weird results in unexpected places when you reach edge cases for both system, or when the first system is used without the second to correct it. It also makes modding harder, as you have to alter several parts or risks having everything crash down.
I'd say the better way would be to 1) fix the formula so that no ridiculous prices are reached, and 2) not aim for gear to be an end-goal.