corksacker69
Recruit

This kinda system would probabley seem more at home in a Civilization-like game, and does seem kinda complex, but here goes.
The game would have basic resources and processed resources. basic resources would be made already, and would just have to be harvested/mined/hunted or whatever, and processed resources would be made up of basic resources. Basic resources would be things like food, metal, wool/furs and livestock and processed resources would be things like ale, wine, linen, pottery, metal weapons/armor, horses, population, currency, and soliders. Some resources also have upkeep costs, like your population resource would need to be maintained with food, and your soldiers resource would need food and currency.
As citys acquire surplus resources, they put them on caravans to trade to other citys which require that resource, so you would get a dynamic system of trade set up. If a city is deprived of a resource, then they wount produce the resource which required the deprived resource. Being deprived of a resource would have some sort of negative effect on the city, like being deprived of food would cause starvation, being deprived of weapons/armor would prevent you from creating new soldiers, etc.
This system would also get a supply and demand concept going, where being deprived of a resource causes the resources that were produced by the deprived resource to increase in price.
Although its kind of a rough stetch, and i do have some more specific ideas, I just wanted everyones thoughs on this. I think such a system or one similar to it, would have so much potential. attacking caravans would have meaning, running supply quests to replenish resources in a city thats
deprived of resources would have meaning, attacking foragers to deny that faction food would have meaning, and what this game needs most right now is meaning.
The game would have basic resources and processed resources. basic resources would be made already, and would just have to be harvested/mined/hunted or whatever, and processed resources would be made up of basic resources. Basic resources would be things like food, metal, wool/furs and livestock and processed resources would be things like ale, wine, linen, pottery, metal weapons/armor, horses, population, currency, and soliders. Some resources also have upkeep costs, like your population resource would need to be maintained with food, and your soldiers resource would need food and currency.
As citys acquire surplus resources, they put them on caravans to trade to other citys which require that resource, so you would get a dynamic system of trade set up. If a city is deprived of a resource, then they wount produce the resource which required the deprived resource. Being deprived of a resource would have some sort of negative effect on the city, like being deprived of food would cause starvation, being deprived of weapons/armor would prevent you from creating new soldiers, etc.
This system would also get a supply and demand concept going, where being deprived of a resource causes the resources that were produced by the deprived resource to increase in price.
Although its kind of a rough stetch, and i do have some more specific ideas, I just wanted everyones thoughs on this. I think such a system or one similar to it, would have so much potential. attacking caravans would have meaning, running supply quests to replenish resources in a city thats
deprived of resources would have meaning, attacking foragers to deny that faction food would have meaning, and what this game needs most right now is meaning.

