21/10/2015 · 09:07 PM
#22
"end up supplementing an income below a certain housing infrastructure"
I meant above. I mean with a high enough housing infrastructure, a Guard could (in theory) decide that it`s more fun to remain explorable.
At the end of the day, it`s really hard to answer your question EW without doing a quantitative behindysis of theoretical incomes that could be obtained at different housing levels. Naturally, this takes a lot of time, which we already know is very valuable to EE and BW.
Instead of making EE or BW use up valuable time to try to answer this question that could be used elsewhere, I propose that you do a bit of quantitative behindytical leg work. Take the current formula for plunder and tax income and apply it to a Guard for a theoratical c1 of 1500 land. I propose using housing levels of 25 (newb), 50 (vet), 100 (expert) and 150 (godly). You would have two tables (current modifier vs proposed modifier). You would then answer the following questions:
How much income does a Guard make per turn with a 1500 land cluster with 50 loyalty at housing levels of 25, 50, 100 and 150? How much cash would this same guard make at these levels if they instead plunder this cluster, accounting for the cost of ore (15M credits)? How many turns would it take to reach this cash level if the guard had decided to simply earn the income?
Do this for both current levels of plunder, and levels of plunder after the modifier is applied. Several tables might actually be recommended for plunder modifiers of -75%, -50%, -25%, 0% and +100% (just for funzies).
Please use tables for actual illustration and then present your behindysis. If you do this, you might make an actual case for changing the plunder modifier for guard. :)