How do I get such good brewerys you might wonder?
Corporate takeover. I buy the brewerys from other cities and turn them into blacksmiths, meaning the brewerys that do exist are all several times more profitable. Who can stop me you might ask? None because the game is unfinished.
Here's what would have to change. Towns that once had a brewery will attempt to change one of their existing shops into one, as long as it's not controlled by the player.
This change by itself however is simplistic, because it takes away the ability for you to play in this way.
It can however be turned into something interactive and engaging by allowing the ability to suppress brewerys from appearing in a town by paying the local thug a monthly fee as well an a one time fee of 5000. The more relation you have with him, the less he will charge you. For example 0 relation will be 50 denars a month, while 100 relation will be 5 denars a month.
However, even this is lacking in dimensions. When a rival thug invades, the deal you had going with the previous one should become null, and a new brewery should pop up.
This means, you are now heavily invested in the thug you are paying. Not only because you might have relation with him, which in turn gives you a better monthly fee, but also the fact that it will cost you to buy that brewery again to turn into a blacksmith, and then pay the new thug 5000 denars as well as a higher monthly fee if his relation is lower.
In the event of a invading thug, you should also have the option to get messaged by your thug so you have time to assist.
You may think to take this one step further but I would advise against it. It's best to keep it more straightforward and logical, because once you start adding arms to a snake, it becomes convoluted.
For example: The other merchants in that town could also have a stake in this too, and put pressure on your thug, which in turn greatly raises the monthly fee he charges you. Quests could appear to suppress them, and in turn lower the monthly fee from your thug. This is an example of adding arms to a snake.
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This covers all aspects, and is what good game design looks like.
I have more advice for other aspects of the game, but it won't be free like this one was. We can set something up if you wish.
Corporate takeover. I buy the brewerys from other cities and turn them into blacksmiths, meaning the brewerys that do exist are all several times more profitable. Who can stop me you might ask? None because the game is unfinished.
Here's what would have to change. Towns that once had a brewery will attempt to change one of their existing shops into one, as long as it's not controlled by the player.
This change by itself however is simplistic, because it takes away the ability for you to play in this way.
It can however be turned into something interactive and engaging by allowing the ability to suppress brewerys from appearing in a town by paying the local thug a monthly fee as well an a one time fee of 5000. The more relation you have with him, the less he will charge you. For example 0 relation will be 50 denars a month, while 100 relation will be 5 denars a month.
However, even this is lacking in dimensions. When a rival thug invades, the deal you had going with the previous one should become null, and a new brewery should pop up.
This means, you are now heavily invested in the thug you are paying. Not only because you might have relation with him, which in turn gives you a better monthly fee, but also the fact that it will cost you to buy that brewery again to turn into a blacksmith, and then pay the new thug 5000 denars as well as a higher monthly fee if his relation is lower.
In the event of a invading thug, you should also have the option to get messaged by your thug so you have time to assist.
You may think to take this one step further but I would advise against it. It's best to keep it more straightforward and logical, because once you start adding arms to a snake, it becomes convoluted.
For example: The other merchants in that town could also have a stake in this too, and put pressure on your thug, which in turn greatly raises the monthly fee he charges you. Quests could appear to suppress them, and in turn lower the monthly fee from your thug. This is an example of adding arms to a snake.
------------------------------------------------------------------------------------------------------------
This covers all aspects, and is what good game design looks like.
I have more advice for other aspects of the game, but it won't be free like this one was. We can set something up if you wish.
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