The Grim Reaper wrote:The Knights of Azorea wrote:
Yeah, With one manpower they can be ranched, and the ranch can either produce 2 Food or 2 Fur, which can then be transformed into wealth in a workshop. You can just have them too, if you'd like. Everybody gets a fur coat.
Interesting. I mean, I wouldn't be too mad about that, but G-Tech's leviathans are just better for me because +1 Fertility /also/ gets me a Culture from the farm. And I don't need boats if I have 'em. The wealth is /super/ interesting, though - that's a double efficiency mine, once you get two workshops up.
Personally, though, I would have made it 1 Fur that creates 2 Wealth in a workshop - two workshops is sorta expensive when you can't use Furs to build with.
If I recall correctly, it was 1 Fur => 1 Fur coat, and each faction may convert 1 fur coat to 2 wealth per turn + more times if they have more population.
I'm thinking about using the same rules as with growth. 1 Clothing item -> 2 wealth per 5 population, for a minimum of 1.
"Clothing(Fur Coat), Luxury Goods(Wine, Tea), Furniture, Appliance, Automobiles" would be 5 categories of goods. Each faction could convert to wealth 1 unit of goods in each category for every 5 population. This would make trading significantly more important and interesting, but also the rules more complex and slightly more tedious. Most goods would be tied to special resources, which would make it difficult for one faction to produce goods in all categories, while other factions with a lot of the same resource could produce so much that they are unable to convert all the goods to wealth and would have to sell to others. And Because there is a limit to wealth conversion in each category, Fur coats of one faction would be competing with textiles of another, to see who can get the larger share of the world's market.





