Actually, trade penalty would not complicate the system so much. Currently, the system already has a trade penalty it would be like tweaking numbers.
Yes but the "true" price of the item would still be huge, which could potentially affect other things (if some modder adds some AI decision based on the worth of items for example, he needs to take this trade penalty into account or it would be grossly unbalanced toward high-end items).
Of course, the exponential increase in prices is not something sacred which we should preserve at all costs. It just has the properties we currently want, i.e. high tier items being end game goals for the player. It is something we plan to improve definitely.
With all due respect, I think you got your priorities wrong with the formula : it should give adequate prices FIRST, and THEN get some tweaks to make some items a late-game goal for players, rather than getting huge price increase all over the board just so high-end items are very expensive, and then getting a tweak to fix everything else which is broken.
Anyway, I'm not too fond of the idea of having singular items rivaling country-shaping in term of costs, but I can understand somehow the game design goal. And I think it's possible to have a good compromise :
Regular items, even good quality ones, shouldn't be hugely expensive. It breaks the economy (as pointed, one of the main reason why the player even HAVE that much money is because of selling such overpriced gear), it's very anti-immersive (a single sword can rival a whole fortress in price) and it's grating to see we raise, upgrade and command hundred of people who can wear gear we can't afford. We should be able to wear at the very least the roughly the same gear we clad our soldiers in.
But what could be done is to add "masterwork"/"lordly"/"prestige" items, which would cost A LOT more (as, supposedly, one-of-a-kind, personally-tailored craft), but which would be just a small increase in effectiveness. That could justify why we need to invest a ton of money in, while still being able to pay for the dozens of plate armor in our army. It also would tone down the money we get from post-battle looting, as only lords would use such gear, so most of the loot would be regular-priced items.
Finally, it could even be the occasion to put some "special bonus" on items - like a bonus to social relation due to the prestige of wearing such gear, or a nominal stat increase due to the quality of the work.
Also, I
was also in the armies should be more expensive camp as a developer. Analyzing the campaign behavior throughout the months made me understand why some decisions are made and why relatively low recruitment costs have a reason to exist.
One of the outcomes of increasing party costs is its effects on NPC lords. Increasing recruitment costs buffs the NPC lords greatly as they get free troops with every respawn. (and before someone asks it requires a very very complicated AI behavior which would be harder to balance and more prone to fail if we want them to obey the same rules as the player. Nevertheless, AI is also something we're improving upon thanks to
@mexxico
I understand that armies cost a lot higher in medieval history but the key difference is that in our game our armies are always raised instead of the call-the-bannermen type of medieval armies. Thus in my opinion giving "realistic" pricing for these armies could make party management a chore, or even a survival situation where lords run around to collect money so that they can have decent armies..)
Moreover, army costs touch so many more systems (recruitment, wars, upgrades, passive exp gains, armies, party counts) than just adjusting trade penalties and improving the current calculation.
Thank you for the information, it's always interesting to know why decisions are taken, and it allows for better-informed feedbacks and suggestions ^^
In this case, I wonder two things :
1) Would it still cause strange behaviour if only the higher levels of soldiers were expensive ? Like, it's rather cheap to line up peasants and militia, but the price ramp up when getting men-at-arms and knights ?
2) I suggested in my other thread to give a number of "free slots" to lords and settlements, to reflect the ressources that could be drawn from holdings and society. Like 5 soldiers free for being a noble, 15 for a castle, 25 for a city (made-up numbers, just to illustrate). Couldn't this fit in a design with more expensive armies ?
I hope I can at least communicate my perspective. Again thank you for your feedback. It always makes me happy to see invested players who devote their time to analyze, critique, and improve the game.
Trust me, it makes US happy when a dev comes and explain things. We might agree or disagree, but understanding why design decisions are made and what plans are, is a TREMENDOUS boon for us. We can better appreciate what is happening, we can better guess what is deliberate design and what is just "will be fixed", and as I said above, we can give better, more informed feedback and suggestions.
Please continue to post !
