Last edited:
Every turn that it converts Lebethorn to Hardwood, it makes the same as the tax return from an ordinary mercantile district.Well if we want to use them for ships or shields (I think our quantity of 1 per turn is way to low for that) than we shouldn't sell away our Lebethron. And as for trade goods: As I pointed out the woodworker's quarter only makes a profit when it can convert 2 Lebethron per turn. We only harvest 1 Lebethron per turn.
Good point on the import/export scheme, that is the best point I read up until now why we need the WW quarter sooner rather than later.Every turn that it converts Lebethorn to Hardwood, it makes the same as the tax return from an ordinary mercantile district.
And Hardwood's prices can increase.
Plus, it makes it possible to import Lebethorn and export Hardwood.
So, lets just wait on those before voting on plans.You'll have to give me a few hours to make the shipbuilding options, though.
? But It says -2 taxes, so net zero tax returnEvery turn that it converts Lebethorn to Hardwood, it makes the same as the tax return from an ordinary mercantile district.
Every turn that it converts Lebethorn to Hardwood, it makes the same as the tax return from an ordinary mercantile district.
Oh right, I got it. It's profit from the increase of the value of hardwood to Lebethron.I'm pretty sure this is in reference to the tax income that its parent district (the Mercantile District) makes, i.e. you're sacrificing that income in order to turn it into a Woodworker's Quarter.
Frozen river is a decent road by itself. It's springs and falls (ice is not strong enough to travel) when roads by side are useful, but you'll need pretty good roads for them not to turn into mud in springs and falls.
[X] Sell 1 Lebethron (Market Price)
[X] Buy/Sell 2 Metal (Market Price)
Renovate City Center (-5 Gold, -2 Housing, -6 Stone)
--[X] Upgrade to Stone Walls (-4 Stone)
Although at this rate there's going to have to be a special event to make you stop people living in huts in the middle of the city.
So just to clarify on that, we have to build each one in series, we can't for example only build the odd-numbered ones?
THOSE HUTS WERE GOOD ENOUGH FOR OUR FOREFATHERS AND THEY'RE GOOD ENOUGH FOR US
[ ] Small Residential District (-5 Gold, -2 Wood, +2 Housing)
--[ ] Convert to Stone Housing (-2 Gold, +2 Wood Store, -2 Stone, +1 Prestige)
[ ] Small Mercantile District (-5 Gold, -2 Wood, +2 Taxes)
--[ ] Convert to Stone (-5 Gold, -2 Stone, +2 Wood Store, +2 Taxes, +1 Prestige)
[ ] Small Civic District (-5 Gold, -2 Wood)
--[ ] Convert to Stone (-2 Gold, +2 Wood Store, -2 Stone)
Your forefathers are still living in them - they're getting grumpy. And yes, you need to build them in sequence outwards.
It is probably by design that they only cost half as much in wood. Otherwise we would never build wooden walls first, since conversion comes with an additional gold price.
@Sayle are you going to "pause time" if we grow a new pop, but have no work for it? Or how should we queue up production buildings like farms/fishing boats/logging camps/etc.?
Your forefathers are still living in them - they're getting grumpy. And yes, you need to build them in sequence outwards. Smaller walls are more easily defensible, and without fallback defenses large outer walls become a threat if they are breached in a lightly-defended area.