!!!!!WARNING!!!!!my grammar and spelling will burn you eye's!!!!!!!!!!
Economy in our game, is little to noting.
Once a town owns a mine. you no longer need anything else.
You can bring cow's to your area. you can get high Q tree's. you get your silk. you eat your food.
there is little to noting you need after you get all the item.
Now I been thinking all day on how to fix this. what on earth do we also need that will make us improve trade.
our mine's they are stuck in the ground. they are a key item.
Food is also a key item but there is noting big about it..
1 ways I can see a way to fix this.
1st make a new kind of farm like plants that only grow in one kind of terrain. this will make the player/'s need to stay in that area. I can see a swamp with new kinds of plants with hard to make food but the food having great FEP gain. or even a new train wthats rare to find to make it even greater.
I just see we need new things that cant be moved that will be great trade items will boost trading.
Give your thought or idea's.
we cant get be always trading for rings, and armor.
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maze
- Posts: 2819
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- Location: Canada
How can we encourage more trading?
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BlaineCraner
- Posts: 5
- Joined: Sat Oct 30, 2010 9:46 pm
Re: Economy?
You know, this got me thinking of ways to improve the ingame economy.
Maybe something like this:
Maybe item creation in some point in the game should be based on the characters belief system? Like a village in which the dominating belief is “peaceful” couldn't make weapons, and a more “martial” village couldn’t make any normal tools and items or maybe even food? The first group would have to sell their crops for weapons or protection and the second would have to sell some of the weapons they make… or just raid and pillage.
The same could be made with the rest. A more Industrial could be better in making items containing mechanical parts and a more “natural” would have plants with the highest quality or or maybe even the ability to grow “magical” plants? Like mandrake or something?
This would force a village to choose a “specialty” and trade with other villages if they want different/better equipment.
Maybe something like this:
Maybe item creation in some point in the game should be based on the characters belief system? Like a village in which the dominating belief is “peaceful” couldn't make weapons, and a more “martial” village couldn’t make any normal tools and items or maybe even food? The first group would have to sell their crops for weapons or protection and the second would have to sell some of the weapons they make… or just raid and pillage.
The same could be made with the rest. A more Industrial could be better in making items containing mechanical parts and a more “natural” would have plants with the highest quality or or maybe even the ability to grow “magical” plants? Like mandrake or something?
This would force a village to choose a “specialty” and trade with other villages if they want different/better equipment.
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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: Economy?
Regional diversity is planned, most likely to be implemented when we get an improved mapgen.
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maze
- Posts: 2819
- Joined: Sat Mar 27, 2010 3:15 am
- Location: Canada
Re: Economy?
mmm i don't like the fact you cant build stuff. that annoys me. + easy way around this is to make alts. most likely you'd be forced to make alts(like we already do for mining and farming)
but if your crippled in an area while helping in the other i'd love that.
but if your crippled in an area while helping in the other i'd love that.
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BoobyJo
- Posts: 43
- Joined: Sat Jul 24, 2010 4:32 am
Re: Economy?
By regional diversity does that mean just random pockets of land won't have metal and some can't grow crops?Potjeh wrote:Regional diversity is planned, most likely to be implemented when we get an improved mapgen.
If so I like the concept, but I'd hope these regions would be very large (supergrids). For example the north would have the most metal yet it'd be a colder climate not allowing for crops whilst the south would be more suited for growing said crops yet little to no metal making for a needed relationship/trade between the two regions. Maybe a west with no crops and little yet very precious (gold, silver) metal that would be very difficult to maintain... but I digress; whatever is planned should be cool.
"Nothing is too early nor too late, which is in due time for thee, O Universe."
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stonedrydar
- Posts: 98
- Joined: Mon Dec 14, 2009 11:22 pm
Re: How can we encourage more trading?
would be nice if that applied to everything, like in the south its warm and cold in the north so plants grow very differently. i could see though the argumjent that it adds some "unrealism" if u row with your boat from a tropical beach to a snowland...
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Wolfang
- Posts: 1255
- Joined: Sat Feb 06, 2010 2:26 pm
Re: How can we encourage more trading?
The changeing temperature/landscape could be gradual with a temperate center strip. The easiest place to live would be in the center, but the harder places to live, like the jungle & cold parts would have their own advantages (special animals+crops+minerals...)
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Potjeh
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spectacle
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- Location: Planet
Re: How can we encourage more trading?
"European climate" stretches from Sub-Arctic to Mediterranean, so that's no reason not to have very varied climate zones.
Once a man has changed the relationship between himself and his environment, he cannot return to the blissful ignorance he left. Motion, of necessity, involves a change in perspective.
-Commissioner Pravin Lal, "A Social History of Planet"
-Commissioner Pravin Lal, "A Social History of Planet"
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Potjeh
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