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Velociryx
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of Candle'Bre
Apr 1999 time: 05:36
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apologies for the delay in getting back to this discussion....I have, of late, been *mired* in the guts of getting all the basic Fate Events hashed out for Dale, and as soon as that's done, expect a DoS-Style assault here on the forums as I put the entire list (more than three hundred events) up for your reading enjoyment and commentary/discussion!
I like the shape and shading of the economic models being discussed, though I too, see two fundamentally different approaches (the mass resource vs the fewer and uniquiely played).
My goal, actually, is to blend the two together into a cohesive whole.
I quite agree, on reflection, that we only need one broad "resource type" in each category (ie - no need for two or three different resources for "food" (tho civ does this and gets away with it...fish at the coast, cows, and wheat). Our system will be fundamentally different, and so, it's not something we can really "do" the way they do it.
Having said that, however, I still *am* a big proponent of including as many resource types as we can, *provided* we can give them all some interesting game mechanic to make them more strategic (this, in addition to their "standard" value as economic enhancers.
The example with "herd points" being spent to avert famine is the best example of this to date, however, others come to mind:
Construction Materials (trade value + a "spend-down" option to give a province a boost in Construction Points to speed-build infrastructure
Weapons/Armor (trade value + decreasing costs for troop maintenance or initial training)
Pottery (and...other stuffs?): (trade value + "spend down" to boost provincial growth rates for x time period)
Horses (trade value + spend down for cheaper cav OR to increase construction points in a province) (can work hand-in-hand with weapons/armor to make for REALLY cheap cav)
Additionally, tech advancements can provide "additional spend down uses" for existing resources (ie, at Espionage lvl x, weapons and armor can be "spent down" to allow espionage-producing buildings to generate double normal espionage points for x turns or something)
-=Vel=-
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:36
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Good points all 'round, and yes, I can see the econ model growing as we flesh out more of the systems.
Right now, for example, we're just using generic "population" but it has been kicked around here numerous times, and is the direction I'd very much like to see us go in to have social classes represented as distinct segments of the population. When that occurs, each will have their own agenda....some of the things that make one group happy will tick some of the others off, and it'll become vastly more important to balance those factors.
Dale's example is a case in point. Sure, the Aristocrats WILL eat the cheap stuff, but they'll be unhappy about it, such that "luxury foods" could be a strategic resource generating happiness points for the wealthy...
-=Vel=-
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