Please add your ideas, under suitable headings where practicable, and sign each paragraph so that people wanting to discuss an item can see whose idea it was.
I would like to see:
- Listing (possibly from a Manual - which I've never seen) of exactly how many diplomatic credits or debits you get from each type of action
- On-screen, my current diplomatic status with each nation, not just in the form of colours (which may or may not reflect actual diplomatic status)
Turning an untrained worker into a trained worker in Imp1 costs so much less than the original recruitment, but it gives the same benefit, i.e. one more labor unit. I suggest that the "$100" be raised to "$300" or "$400". -- Robin Patterson (Talk) 04:59, February 25, 2012 (UTC)
I agree with you also can be added more units to figth and make upgrades of militar units cheaper.---
LloydJara February 5,2013
Land purchase and developmentEdit
Buying a tile in a minor nation costs about $2,000 or more in Imp1. If it's producing cotton, timber, or wool, you can double its production for a mere $100, which is disproportionately low, though it's the same as what you can do at home. Then, however, some other GP can wipe the lot by colonizing or even by (perhaps briefly) invading. I think the land costs should be greatly reduced. -- Robin Patterson (Talk) 04:59, February 25, 2012 (UTC)
Exploring & Transporting from the new worldEdit
There should generally be more of a scaling up possible (similar to imp 1 not imp2)
Early in the game it should be possible to build a very cheap (say 3or2 timber) but vulnerable 'jetty' (possible it can randomly be ransacked by natives or storms) to be able to export a small amount of spices/furs or timber (not iron valubles/metal) to make modest money early. Rather than having to invest 5timber and iron which is MASSIVE committment early on!