We're exploring some options along those lines. We definitely don't want a micromanagement game where you're building the same buildings over and over again in each province that you own. I don't want to give too much away just yet, but are looking at ways that players can invest and choose between specific structures.
Diplomacy and Economy
Moderators: Slitherine Core, Gothic Labs
Re: Diplomacy and Economy
Loud and clear, Slish. 
We're exploring some options along those lines. We definitely don't want a micromanagement game where you're building the same buildings over and over again in each province that you own. I don't want to give too much away just yet, but are looking at ways that players can invest and choose between specific structures.
We're exploring some options along those lines. We definitely don't want a micromanagement game where you're building the same buildings over and over again in each province that you own. I don't want to give too much away just yet, but are looking at ways that players can invest and choose between specific structures.
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NovaCameron
- Private First Class - Opel Blitz

- Posts: 1
- Joined: Sun Apr 26, 2015 10:24 pm
Re: Diplomacy and Economy
How about have goods actually require resources to be made. You can select a province to 'make' or 'export' a certain resource based on the terrain type and economic level or even race and alignment. Nothing too complex and results in a over all feel of a ruler setting a province's focus. A mere two level economy and each export set requires a certain import, probably grain or fish or some food, so each realm can have a focus and the market just doesn't languish.
Possibly even have a set number of 'hub' cities or major cities that can be upgraded past five based on how many provinces you own like one per ten or twenty (you always have one). Which then can be upgraded to econ level ten. ONLY those can make like a good based on that hub's focus like magic, economy, land, sea. Well this would be a three level economy... raw goods, materials, and finished goods. These cities could only be repaired to level five and anything after, if a major city slot is available, costs full. This can make it so major cities can rise and fall under who owns them. Perhaps each city level costs one grain or food per turn?
Also could we build forts? but only in major cities.
Oh! Terrain type could set WHICH resource to make with race and alignment influences (optional), econ level can set HOW much (probably 0.5 per level, or 1 maybe) Eh, two level would be fine. Standard provinces make raw materials like grain, wool, iron, wood, and major cities can make goods like alchemy for a magic city, finance for a econ city, art for a culture city, contraband for a smuggling city, crafts for a culture city as well? Or standard city? Each city level requires one Food: Grain or Fish each turn. Or 0.5? Eh balance.
Perhaps a road level could increase the output? So normally output would be 0.5 per econ level for a city or province and each road level could add 0.1 for five levels of road or 0.25 for two levels. This would increase tax money cause ease of transport BUT also cost money to maintain and if they can be maintained they can be down graded through choice or event. Perhaps less? Probably less.
I might have a few more ideas based on the responses. It is kinda off the cuff and could use polishing.
Possibly even have a set number of 'hub' cities or major cities that can be upgraded past five based on how many provinces you own like one per ten or twenty (you always have one). Which then can be upgraded to econ level ten. ONLY those can make like a good based on that hub's focus like magic, economy, land, sea. Well this would be a three level economy... raw goods, materials, and finished goods. These cities could only be repaired to level five and anything after, if a major city slot is available, costs full. This can make it so major cities can rise and fall under who owns them. Perhaps each city level costs one grain or food per turn?
Also could we build forts? but only in major cities.
Oh! Terrain type could set WHICH resource to make with race and alignment influences (optional), econ level can set HOW much (probably 0.5 per level, or 1 maybe) Eh, two level would be fine. Standard provinces make raw materials like grain, wool, iron, wood, and major cities can make goods like alchemy for a magic city, finance for a econ city, art for a culture city, contraband for a smuggling city, crafts for a culture city as well? Or standard city? Each city level requires one Food: Grain or Fish each turn. Or 0.5? Eh balance.
Perhaps a road level could increase the output? So normally output would be 0.5 per econ level for a city or province and each road level could add 0.1 for five levels of road or 0.25 for two levels. This would increase tax money cause ease of transport BUT also cost money to maintain and if they can be maintained they can be down graded through choice or event. Perhaps less? Probably less.
I might have a few more ideas based on the responses. It is kinda off the cuff and could use polishing.
Re: Diplomacy and Economy
ROADS - doesn't have to involve redrawing the map to allow for it, maybe just a little icon of a road for each province. I would heartily recommend roads be part of each province's limited construction options. Those and forts. Soak up all that stone floating around.
