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<blockquote data-quote="Loonook" data-source="post: 5890414" data-attributes="member: 1861"><p>[MENTION=6669384]Greenfield[/MENTION]: Again, your entire campaign hinges on the removal of every member of a core class over level 5 to work completely (and no 12th level Rangers or 5th level Clerics of harvest deities either). All of my math follows guidelines laid out in source books for what we're working with and I cited where needed... I don't believe it is some secret that being able to move 100x more cargo in 5% of the time you're claiming it is going to take with an appropriate crew (only need a mid-level captain to deal with normal weather and even poor weather, included cost of replacement and insurance)... But again my ideas are unbalanced for pointing out the flaws. You have a specific way you want to play your game which is incongruous to basic economics and that is fine... I just prefer Civilization over The Sims.</p><p></p><p>[MENTION=6674868]RUMBLETiGER[/MENTION]: Countries would be more than happy to place blind teleportation circles between their capitals and centers of trade... Indeed you could move lots of units through in a few minutes... That wouldn't cause any troubles <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />.</p><p></p><p>Again, just gonna throw out that teleportation circles are extremely hazardous to keep open, and any nation state that allows for a giant back door into their major hubs of trade would be, at best, ignorant of the spellcraft they requested and, at worst, negligent to the point of treasonous to their people.</p><p></p><p>Slainte,</p><p></p><p>-Loonook.</p></blockquote><p></p>
[QUOTE="Loonook, post: 5890414, member: 1861"] [MENTION=6669384]Greenfield[/MENTION]: Again, your entire campaign hinges on the removal of every member of a core class over level 5 to work completely (and no 12th level Rangers or 5th level Clerics of harvest deities either). All of my math follows guidelines laid out in source books for what we're working with and I cited where needed... I don't believe it is some secret that being able to move 100x more cargo in 5% of the time you're claiming it is going to take with an appropriate crew (only need a mid-level captain to deal with normal weather and even poor weather, included cost of replacement and insurance)... But again my ideas are unbalanced for pointing out the flaws. You have a specific way you want to play your game which is incongruous to basic economics and that is fine... I just prefer Civilization over The Sims. [MENTION=6674868]RUMBLETiGER[/MENTION]: Countries would be more than happy to place blind teleportation circles between their capitals and centers of trade... Indeed you could move lots of units through in a few minutes... That wouldn't cause any troubles :D. Again, just gonna throw out that teleportation circles are extremely hazardous to keep open, and any nation state that allows for a giant back door into their major hubs of trade would be, at best, ignorant of the spellcraft they requested and, at worst, negligent to the point of treasonous to their people. Slainte, -Loonook. [/QUOTE]
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