DeletedUser
Guest
At least two of the recently (0.12) added endgame repeatable quests appear very (very very) unbalanced:
1. "More culture" (gain 100 culture)
Effort: 1 builder, 3x1 spot, no road connection, build purple blossom trees, tear down & repeat (2 minutes of time, costs 400 gold, 100 supplies, half of which you get back)
Reward: 15k Gold, 8.500 supplies
Add another 2 minutes to circle through the quests until you get this one again costs you a total of ~ 4 minutes to earn 14.800 gold and 8.450 supplies.
Same (if you are in need of gold rather than supplies) goes for
2. " Increasing Population" (gain 100 population)
Effort: 1 builder, 2x2 spot /w road connection, build and tear down a residence 4 times (40 seconds)
Reward: 95k Gold, 500 supplies in even less time & repeat as often as you like.
I very much doubt that this kind of gameplay is intended.
p.s. In my opinion the overpowered repeatables giving you supplies (10k) for Gold income (50k) and vice versa (100k for 5k) are worth of discussion, too.
1. "More culture" (gain 100 culture)
Effort: 1 builder, 3x1 spot, no road connection, build purple blossom trees, tear down & repeat (2 minutes of time, costs 400 gold, 100 supplies, half of which you get back)
Reward: 15k Gold, 8.500 supplies
Add another 2 minutes to circle through the quests until you get this one again costs you a total of ~ 4 minutes to earn 14.800 gold and 8.450 supplies.
Same (if you are in need of gold rather than supplies) goes for
2. " Increasing Population" (gain 100 population)
Effort: 1 builder, 2x2 spot /w road connection, build and tear down a residence 4 times (40 seconds)
Reward: 95k Gold, 500 supplies in even less time & repeat as often as you like.
I very much doubt that this kind of gameplay is intended.
p.s. In my opinion the overpowered repeatables giving you supplies (10k) for Gold income (50k) and vice versa (100k for 5k) are worth of discussion, too.