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I was wondering if having taken the bonus last time increased its cost, but I'm not sure about that.
I have not compared enough embarks to be a 100% certain, but for ressources I feel it has to do with whether or not the ressource is present on the map already, or not. From the embarks I've compared, coals costed more on maps that did not have coal deposits, and less on those that did.
I have no clue about the building though. I'd assume it depends on the area.
Ugh, mush brain.
I feel they randomized it within certain values to encourage you to just take certain options when they are cheap.
If that is it, then it's not really working on me as intended. I take which ever combination of planks + fabric + brick + oil I can afford and that isn't in my initial caravan. Haven't touched the others since I've had these upgrades (finally have 8 embarkation points too, which as a god send now I'm on Prestige 10).
Are the blue prints worth it? They're very expensive, 4 or 5 points, for something I'm not guaranteed to use early, or even at all.
Yup, this is to encourage playing a little differently each time.
If there would be a note like "this bonus is 1 cheaper than usual" it would be great.
Which is good and suitable for this game. Player should always be adaptable and adjust accordingly, not "this is always best"
At best I think developer can just add an indicator to inform the current price is lower or higher.
Never ever change current this mechanic which forcing player to adapt.
Regardless whatever junk reason "consistency"
I like this idea. Ring the item with a green border/glow if it is cheaper, and a red border/glow if it is more expensive. Link it into the various colorblind modes as necessary.
I generally take the same set of goods but it's none from that list at all, showing that there are variations. Some people like the delivery lines. I can understand why some people take the farming blueprints as they can cut out a loss on food (if you take them with humans who can find fertile soil). I'm guessing most P20 players take coins but I think every option is open apart from that.
Players will develop a play style, choose the caravan to suit that, then adapt their play style further to match the caravan, making a pattern that's difficult to break out from.