SpaceCowboy
Soothsayer
Currently, Unurium and Ascended Goods are only required for chapter progression. The requirements are usually distributed unevenly (I'm currently end of chapter 20), which means that sometimes we need large amounts, while at other times we need basically nothing. This is even more extreme when people hit the chapter break. This means that people who invest in capacity to produce these resources, are sitting on useless production capacity a lot of the time (e.g. all the Ascended Goods manufactories, ancient wonders and event buildings). So it would be great to have some way to make use of these resources in the meantime.
However, it would be boring to just have them added as new negotiation requirements in the Spire or Tournament, so I had another idea. How about ancient wonders where the effect scales with the amount of Unurium and/or Ascended Goods you have in storage? For example, you could have an ancient wonder that gives +1% troop strength per 50,000 unurium and/or ascended goods you have (this is just an example, I haven't really thought the balancing through). Or anything else, really. Since these goods decay, there is always a natural upper limit, and you get diminishing returns the closer you push to that limit. This would create some cool synergy effects with other ancient wonders (e.g. reduced decay would suddenly get additional significance). It would also introduce new interesting trade-offs during the chapter. In the example above for example you would have to balance chapter progression with Tournament performance.
What do you think?
However, it would be boring to just have them added as new negotiation requirements in the Spire or Tournament, so I had another idea. How about ancient wonders where the effect scales with the amount of Unurium and/or Ascended Goods you have in storage? For example, you could have an ancient wonder that gives +1% troop strength per 50,000 unurium and/or ascended goods you have (this is just an example, I haven't really thought the balancing through). Or anything else, really. Since these goods decay, there is always a natural upper limit, and you get diminishing returns the closer you push to that limit. This would create some cool synergy effects with other ancient wonders (e.g. reduced decay would suddenly get additional significance). It would also introduce new interesting trade-offs during the chapter. In the example above for example you would have to balance chapter progression with Tournament performance.
What do you think?