Suggestion: Investing and other money sinks

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Epicurus

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In the disucssion on realistic looting, it was mentioned that players might need some new "money sinks" in order to keep players from becoming millionaires too quickly. Well, I have come up with a number of ways to separate yourself from your gold in the form of investments. The costs associated with any of these options would be very considerable, to the tune of many thousands of denars - something to spend money on later in the game (or early, for particularly ambitious traders/soldiers). Then again, some could have much lower costs, if the payoff is commensurately lower too!

Have a look and see if there's anything you like:

-How about the ability to invest. Invest money in banks and make interest, put up capital for NPCs to open businesses (smithies, tanneries, slave tradespeople, ferries, caravans, you name it.) or open such a business oneself.

-Also, how about the ability to build roads, where travel speed is faster, between two cities, and set up road tolls along the way for caravans. Then the responsibility falls to you to keep the road safe, whether with your own force or hired guards.

-How about if players could purchase the places that produce certain goods - buy the salt mines, buy the Iron smelter in Curaw, buy the Brewery in Praven, buy the tool workshop in Zendar, etc. It takes a massive down payment, but thereafter one can get the goods from that city at a discount, since you pay only the wholesale price, so that over time you can make your money back and then some - Then wealthy players could start buying up industries and aspire to own it all!

-The ability to erect missions, chapels and churches? Perhaps people will gather here to worship and some of them will be willing to be recruited into your force, free of charge. Even elite soldiers who have lost their way might enter into your service at your church (upgraded unit forms). Of course, the church represents a major investment of capital as well, and might need to be guarded either by the player or hired guards. Essentially the church becomes a feature of some city (or even its own spot on the map) and troops gather there over time, like a tavern. Could be a good way to pick up reformed bandits as well - dark knights a-plenty!

-The ability to invest in voyages across the sea, or invest in the construction of a bridge? Voyages to the sea could bring back gold and exotic resources (furs, spice, velvet, who knows?), but would take a long time to mature. Putting up money to build a bridge produces an actual bridge, and allows you to collect tolls for as long as you please.

-The ability to open a stable and breed your own horses - the stable has a certain base cost, and then you can provide horses to breed, hoping to get spirited or heavy mounts. Selling the horses you produce could make some nice income as well, to eventually recover the initial cost.

-Fishing and hunting would lend themeselves to all kinds of money sinking, so I won't even bother to elaborate on those ideas.

-Also, I once suggested selling slaves to a gladitorial arena, and someone suggested the awesome idea of becoming a Lanista (owner of a stable of gladiators) and training your own gladiator team, guiding them through battles, etc. It doesn't take much imagination to see how this could cost (and make) some denars for you.

All right, that's all I have for now. Comments and criticisms welcome, as always!

(P.S: Sorry if any of these is a duplicate idea. I haven't seen any suggestions to this tune before, so hopefully there is at least one original idea above.)
 
Epicurus,

Some very good ideas there!

I agree that serious money sinks are needed, yet I would like to see some that are more attuned to the player character and his merry band of merry men.

- Peasants and lower tier units should remain cheap to hire and cheap to upgrade. Higher tier units should be exorbitantly expensive and upgrading to them, the same. (This isn't exactly a money sink, yet units are constantly needing to be replaced, so fits)

- A private estate and/or training ground. Initial cost would be high and the upkeep cost could also be extremely expensive.

- Armor and weapon degradation. This could be a permanent, yet slow process ... that would mean that the player is forced to continue buying weapons and armor after he has found the best possible gear. It also could be a non-permanent situation ... this could mean that the armor and/or weapons continue to block less damage and inflict less damage until taken to a merchant (or blacksmith) and repaired.

Just a few thoughts that came to mind,

Narcissus
 
I don't see how your suggestions are general money sinks, but i rather see them as "more ways to spend money once you got everything beefed up".

For me, if horses would require grain (was suggested in the past via food waggons), and equipment would require maintance (including the troops') it would be a good general money sink.
Although the current upkeep isn't cheap at all imo.

Buildings would be cool i second that, though they deserve their own threads imo.
(sorry i just expected something totally different when i opened this topic)
 
svart said:
I don't see how your suggestions are general money sinks, but i rather see them as "more ways to spend money once you got everything beefed up".

[...]

(sorry i just expected something totally different when i opened this topic)

Fair enough - I guess my ideas are more like "ways to keep money valuable throughout the game" and less "ways to make sure that money does not get out of hand" - so the term "money sink" is a bit misleading. My bad, and also, I like the idea of increasing the maintenance upgrade costs for high-level units. Especially since, say, swadian knights often have chargers, and yet at the rate they are paid, I don't see where they are raising the money needed for just their mounts alone. High upkeep seems balanced and realistic. Repairing weapons and armour seems natural to me also.
 
One idea I've had for a while is exchanging money for XP, skill and character points. This would be exorbantly expensive, especially at higher levels, but it would give players a way to spend massive amounts of money. It would also make leveling up past level 20 go a little faster. As the system stands now, it takes around 4 or 5 days of game time to go from say, level 22 to 23, even if you make it a point to go after high level opponents.

As for the other ideas, I really like the idea of being able to buy real estate. Having your own manor where you can have your peasents farm and mine for you, and where you can raise troops, would be awesome.
 
How about an option to bribe bandits to harrass a certain town? Then you could join them in the takedown of whatever party they meet.
 
Here's a really good idea (I think) for a money sink: the ability to quickly train your troops up, at a cost. So, your main force gets slaughtered and you need replacements, you're not stuck with crappy low level troops if you're willing to shell out some dough.
 
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