Why do you like these rush market strats, are they ok with 'KaM spirit' ? Trading what was not supposed to be trade is abuse or trick. Initial food is not supposed to be used in that way. Its should be used just to feed your city, not to get (somehow) weapons for it.
Why do you like these rush market strats
-I know this was not a question to me, but I like the early market thoughts. Liked that the old market gave more building strategy ways under a normal PT. There was not only one classical way to builds, there were many effective good ways. Okay all was a bit IMBA becauese countered the original/classical way, hecked the wood production and won almost 10minutes to create a good base with nice PT production. I would not say that was cheat, but of course there were really imba trades also. 3market strategies in the PT?? Had to changes and the changes destroyed these early market strategies. So yes the market went into lategame where it gives chance to produce things what you already could not do. (I mean on the empty mines...)
-Okay think on the 0Pt games the market rush also need a little brain. Do not think that is so easy. Theoreticaly who will win if everybody use that? What if the first fights result are draw? Then there should happen a boring hunger game and then the player will win who has more food left. Unfortunately in short PT games the food is not the priority question, simply not the main part of the game as like the building possibility is not part of the big percentage of the tactical maps/games.
are they ok with 'KaM spirit'
Well, the KaM spirit just died when the market step into the game, when the original build oreder changed, when the fun mode dynamic scripts started to be written when the players have auto training the recruits, when have infinity food etc.... These are good things of course, but hard to talk on the original KaM spirit. If somebody needs spirit of the KaM then will play SP games or open TSK,TPR or r3392.
Trading what was not supposed to be trade is abuse or trick.
The market gives almost infinity possibilities. There are speciel maps where trades are blocked. For example the storehouse has 3000stone at the start because the map doesn't have stone hills and the mapmaker decided to block the stone trades or block weapon trades etc...I think it is a controllable thing. Scriptable/setable for speciely to 0 PT games.
Initial food is not supposed to be used in that way. Its should be used just to feed your city, not to get (somehow) weapons for it
The starting resources gives possibilities to use them for what the player want to use them.
If the player really wants then will trade all woodtrunks to vine or gold ore. Well there are good market trades where can trade your all pigs+skins to iron ore etc. but those are not IMBA and theoretical trading foods to weapons.
just a short note. Would you play 120minPT tactical game because it is possible to set?
To me the KaM Spirit says that folllow the next rule(shuld write it into the welcomescrren of the lobbies
):
Play only:
-Tactical games with 0-5min PT.
-Building games with 30-70min PT.
(0-30min PT-mainly milite rush and the describe problems from the topic;
30-50min PT -not perfectly finished base builds with very low amount of troops;
55-70 minPT- significant almost perfectly finished bases with longterm thoughts and with good/large amount of troops which is still handled well by almost every maps;
75-120 min- PT huge bases, frequently empty mines, mass armies lots of the maps can not handle it/crowded and wooden PCs with lags)
Still in the SP game mode you get time to build a minimal base which is enough to survive the first attacks. KaM is a kind of game whats needs a minimum PT. Of course can play it with 0PT but do not wonder if the game will be smelling like fart of opossum.
Anyway sometimes I have feelings about the optimal PT is somewhere around 50-55mins, but its depends lot from the maps and the locations. There are locations where the palyers base is almost perfectly ready at 45 mins and the rest of the game enough if the player's reading the facebook, but there are locs where need minimum 65min to the same results.
The same at 0PT games also. There are locations where the players could make iron mine at 10mins, earlier than gold mines, for example BitD loc6. There I would trade maybe food to gold ore if i would play 0PT game and would rush iron and then doesnt matter the traded 10 leather.
This low PT market question problem(if it is really problem) is solvable with dinamyc scripts or with speciel maps settings. As i wrote it before the market is almost out of the game and the only big thing is why still in the game thats these lategame food trades and the players who forgot to train metallurgist in the early game.
Other: Higher prices would make the market completly useless. Still almost useless because most of the maps have enough high amount of starting resources on the map. The market tax seems also huge mainly if i think on the stone to horse trade which is around 32. Okay 32 stone but it means 32 times the delivery time from the quarries. Would need a market next to the quarries-it could need right build management. 32serfs would need it from the average 80. ALmost 25-30%of the transportaion would be about the stone. okay the stone is there from the gamestarts and seems cheap but not seems a profitable trades becuse removes lots of serfs from the basic production line. Stone used for buildings+roads and defending the village. MAybe if the horse cost be around 20 then I would think on trade horse from stone.
Anyway tax for who? Not the players are the leaders and kings?
Only an idea If the tax is here, maybe different taxes for differnt wares or the tax woud be lower and lower as time time is going ahead? For example tax is
multiple the trade price with
x1,5 at 0min
x1,07 at 20min
x0,64 at 40min
x0,2142 at 60min
0 at 70min
After 70minustes there would not be tax. of course need more precise values to make this kind of market (dynamic values in the market.) This could be a solution to balancing market to different PTs.