Footfall should scale with beacon prestige

I see no problem here. If you use high quality materials their prestige value is high. No problem with shiny roads since this is also effort.

How about % based of the prestige value of the plot?
<1000 = 20% of the footfall
1000-1500 = 50%
">"1500 = 100%
If the road is made out of gold or gleam there is atleast a decent efford. It’s different from placing down 50 stones made out of 18 rocks.

How about a sum of connected plots, each plot reduces this penalty by 5%.
So for 1 plot the above value is used.
2 plots = 1425 prestige = 100%
10 plots = 825 prestige = 100%
and it should cap at 75% reduction for example.
16 plots = 375 prestige = 100% footfall so you could still not place empty plots but for the form of comittment you get an easier time building all those roads.

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Give a running portal a high prestige value which it should have anyway.

Probably to make things like @SWProzee1 portalhub a affordable gameplay mechanic.

It is not the “bit more chash” per se that’s the problem. The problem is a unreasanable difference in reward / time spent and this is something that makes or brakes a game, easy as that.

exactly my point above, it should’nt be anything you need to care about anyway. If you have to care it is to rewarding.

This is how it works in real life? Why should it be different in the game? People that are willing to risk all their invesment by building the core of that one city that might become the capital are rewarded for it. There is no reason why it shouldn’t be that way. If you offer something people are interested in they will visit you. If you’re not, how is it reasonable to punish other people that have achieved that?

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