Jonny
Weeder
I had two suggestions but I forgot one
Anyways, I thought it would be interesting if there was a new seed group that you could not get from acres, but had to buy. That you can still grow and in sunny weather will make a very small profit, but in sunny with clouds already loses. I suppose you could also adjust the prices for the current seeds to make this work but that would have other issues. Im thinking this new idea could either be used:
In a version which on average will make a small loss or break even:
-As a sort of gambling thing to pass the time
-If you are close to a new dev, you could risk some of your wealth since if you win you could start a new dev.
In a version which on average will make a small gain:
-As a source of income. In this version the seeds would either have to be extremely cheap or take more gardeners than other seeds to grow. This could be a great source of income for routes weak on offense, after all, how much wealth are you prepared to have sitting around as cash and inns for a little more income?
One of the reasons I think it would be fitting is that in its core I see bushtarion as a mixture between a war game and a gardening game, but right now the war part is much more important. I'm thinking players could set themselves into 3 different directions: Bountyhunters with few inns but a lot of lethals and below average land, Normal with a mixture between troups and inns with a lot of land and Investors with a lot of inns rather few troops and average land(above average is difficult with the lack of normal aggressive troops, but thanks to the inns its still possible to flak some players).
Problems I see, are that it may make it easier for the top Alliance to stay on top. On the other have if they put all their money into inns and seeds, maybe resistances will have better chances?
One Solution would be to have "government protection" on these seeds, so the top 50 or so players can't buy the seeds because the government "doesn't like monopolies which could endanger their own power over the world."
I can see plenty of reasons why it shouldn't be implemented (plenty of more important things, game is already complicated enough,...) but I thought I'd post it anyways since it seemed like a creative idea which might lead to more ideas
Anyways, I thought it would be interesting if there was a new seed group that you could not get from acres, but had to buy. That you can still grow and in sunny weather will make a very small profit, but in sunny with clouds already loses. I suppose you could also adjust the prices for the current seeds to make this work but that would have other issues. Im thinking this new idea could either be used:
In a version which on average will make a small loss or break even:
-As a sort of gambling thing to pass the time
-If you are close to a new dev, you could risk some of your wealth since if you win you could start a new dev.
In a version which on average will make a small gain:
-As a source of income. In this version the seeds would either have to be extremely cheap or take more gardeners than other seeds to grow. This could be a great source of income for routes weak on offense, after all, how much wealth are you prepared to have sitting around as cash and inns for a little more income?
One of the reasons I think it would be fitting is that in its core I see bushtarion as a mixture between a war game and a gardening game, but right now the war part is much more important. I'm thinking players could set themselves into 3 different directions: Bountyhunters with few inns but a lot of lethals and below average land, Normal with a mixture between troups and inns with a lot of land and Investors with a lot of inns rather few troops and average land(above average is difficult with the lack of normal aggressive troops, but thanks to the inns its still possible to flak some players).
Problems I see, are that it may make it easier for the top Alliance to stay on top. On the other have if they put all their money into inns and seeds, maybe resistances will have better chances?
One Solution would be to have "government protection" on these seeds, so the top 50 or so players can't buy the seeds because the government "doesn't like monopolies which could endanger their own power over the world."
I can see plenty of reasons why it shouldn't be implemented (plenty of more important things, game is already complicated enough,...) but I thought I'd post it anyways since it seemed like a creative idea which might lead to more ideas