@Pauly7 and
@Timneh : Good point about the Sentient Goods (I'd forgotten about those - doh!), although perhaps a compromise as per Timneh's idea would work, and (?) would hopefully not be too hard to program - that is, allowing only a fixed percentage per day of one's Sentient Goods to be 'banked' in Research topics, after which that % would be considered 'spent/used' and therefore no longer subject to decay. This might work especially well in the newer Worlds where there are fewer late-gamers with mutually compatible Boosts, since I've heard that some players in those Worlds can find Sentient Goods difficult to trade.
Another point is that we'd all probably agree that the average World Map region is heavily balanced towards smaller and newer players rather than experienced late-game or end-game players such as yourselves, so perhaps it would be helpful for the devs to accept that, while being able to 'bank' Resources might give late-game players the advantage of avoiding
some Sentient Goods decay, it would also very probably encourage the much
larger percentage of early-mid-game players to persist and keep growing their Cities, rather than abandoning them in the earlier Chapters? I'm sure this is even more disappointing for the devs than it is for the rest of us. After all, sometimes one sacrifice can be outweighed by other gains... maybe it just takes a bit of a re-think and a change of perspective? Let's hope so, anyway, since I for one would
love to be able to 'bank' Resources, rather than give them to the
Highway Robber sorry, Wholesaler...!
@mrsr1980 Nice to meet you (as it were!), Michelle, and I'm glad that you've 'officially' posted your 'Resource Banking' suggestion
Just for info, the game's development cycle, according to the Forum Moderators, is typically around six months (i.e. from the planning stage to the live release of content), so it can take a while for players' ideas to surface, if and when they are adopted. I do hope your suggestion is considered, though, even if it may take a little while.
It's true that Elvenar can be a slow game at first (well, and at some other points too, to be honest!), but on the other hand, the developers are always adding more in the way of additional, optional content, which tends to keep players busy while making progress through the main game Chapters and storyline. An example is the ongoing 'Gathering of the Phoenix Cults' Event (and these big Events, several per year, do get a
lot easier as your City grows - they're not really intended for new players to
fully complete), as well as other regularly occurring 'happenings' such as the weekly Tournaments*, the also-weekly Spire of Eternity (which will appear in the top-left coastal area of your City Map when you reach Chapter III), regular Fellowship Adventures (not sure if you've seen one yet?), and other 'extras'. Most of these are designed for group play, so if you're not already in a Fellowship, it's a good idea to join one - and of course there are other advantages, too, such as easy (and free!) Trading, reliable Neighbourly Help, supporting each other's Ancient Wonders with KP
donations, and of course just chatting!
Anyway. No doubt you know a lot of this already, but still, I thought I'd mention that there's normally a fair bit going on in-game to keep us all occupied; in fact, sometimes it can seem difficult to find enough time to keep up with general City growth and Chapter progress as well as all of the extra one-off and/or regular 'optional' content* (well, for players like me, at least, with kids to chase around...!).
Again, all the best, and I hope you find the game more appealing as your City grows, and new and more diverse in-game content opens up to you.
Take care ~ Nell a.k.a. Laurelin
* NB : Tournaments aren't really 'optional', to be honest... well, not if you want to earn enough of some very much essential items such as Runes, Relics, and more.