creamsteak said:
See... I agree with you on a level. I was looking at my own faction (one boon of being a player and a DM) and I noticed that even if I upgrade at my maximum potential, I still only gain at most 80PL next turn. Then I was thinking to myself that the fact that I can only repair about 50% of the damage done to my country hints at realizm. It also encourages plotting and scheming over brute force. There are more levels to think about this kind of stuff on, so I'm not sure completely about my opinion.
Really your the last person I would expect to complain about the speed of advancement, as you have the largest advancement advantage... so yes it does throw questions up into the air. If you work out a fake template for me, and email me it, that could help me see what your talking about more directly.
I wasn't being selfish about this, I'm still not, but you might be right. Maybe things are better the way they are. It might even be for the best if the IR never reaches the 20th century, that will keep the focus on strategy and roleplaying and away from inventing silly technogizmos. I enjoyed the first half of the 3rd IR more than the second one, though they were both great.
I don't think i could demonstrate the slow advancement with one template, I'd have to make up several. But here's my basic reasoning.
It costs 1 PL to advance 1 year in one turn
It costs 55 PLs to advance 10 years
It costs 210PLs to advance 20 years
it costs 465PLs to advance 30 years
It costs 1275 PLs to advance 50 years
Most of the players in the IR could easily afford to advance 10 years the first turn and if they are lucky they might gain 100 PLs (by IR) between turn 1 and 2.
It would be harder for them to afford to spend 210 PLs the second turn, but most of them could make it.
However, even if they gain 100 PLs between turns 2 and 3 they will be probably not be able to spend 465PLs the third turn
Base PL 200
turn2 300
turn3 400
It will become increasingly difficult to increase the rate of your advancement every turn and most of us will still be in the 16th century by turn 5. That's a lot of turns.
We will probably not spend as many turns in the 17th, 18th and 19th centuries, maybe 4,3,2 in each if we're lucky, but it's still 14 turns, more than enough time for some coalition of players to conquer everything, betray each others and gradually crush their neighbours until only one player is remaining...
This is just speculation but I think it approximates the truth.
However, as i said, it need not be a problem at all. I just thought you should take a look at it and see if the rate of advancement fits in your vision of the IR.
I appreciate all your hard work and i really believe that this can turn out to be every bit as great as the 3rd IR. I meant no offence with my comments, and I didn't think of them as complaints, I hope you did not percieve them as insulting.
