Difference between revisions of "New Economy"

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This page explains how the new economy we are currently asking you to help us detail, works. Please read it carefully the first time you rate a region.
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{{new feature}}
  
The rating page shows you some details of the region to help you:
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A more refined economy system than the current one is in the works. Instead of "detailing" the economy of a region by "gold and food" production, it will create a number of new, actual economic sectors and products.
* region name
 
* Type
 
* Location
 
* a picture from the map
 
* the region description if the region has one
 
  
Then it asks you to rate all the production sectors in two values:
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However, BattleMaster is not and does not try to be an economic simulator. The purpose of an economic system is to create resource shortages that force realms to either cooperate (trade) or fight (conquest) in order to get access to these resources.
  
=== Quality ===
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Unlike food, these new resources will '''not''' be generally available. In fact, quite a few realms will not have one or the other resource at all within their borders.
is how well this sector works in this region.
 
  
While there might be a mine or two in a non-mountain region, for example, it is probably not very lucrative. Or while there are certainly a few farms in a badlands or woodlands region, they are probably not as good as they would be in a rural region. Even if the map shows no major rivers or coast, there might be small rivers and lakes in the region for fishing, but it won't be very productive.
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Also, these new resources will give traders many additional options, and they will make treaties such as the economic embargo devastating tools in the arsenal.
  
You get the picture
 
  
=== Size ===
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== New Resources ==
is the percentage of the region's population that you'd expect to work in this sector. In a rural region, most people will work in farming, while cities will have a good part of their population in manufacturing, trade and administration. Woodlands will probably have many people working as hunters or loggers, and so on. If it doesn't add up to exactly 100%, don't worry, we'll re-calculate it so it does.
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One thing the new system will add is a number of new resources. At the moment, food is the only resource in the game. We will add:
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* Metal
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* Wood
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* Stone
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* Wares
  
  
== Guidelines and hints ==
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== Status ==
Obviously, the region ''type'' and ''location'' should be a major guideline. You can usually see the location on the map as well.
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* Some preliminary code is in the game, but inactive.
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* Islands that have their economic details set up:
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** East Island
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** Atamara
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** Beluaterra
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** Colonies
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* The Region Details page already shows the main economic sectors of a given region. For the "done" islands, these are correct, for the other islands they are from preliminary data and might still change.
  
Some examples:
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I'm actively working on this stuff, and more details will be posted the upcoming days and weeks.
* Rural regions will usually have the majority of their population working in farming
 
* Mountain regions will usually have mines and stoneworks
 
* Woodland regions should have some hunting and quite a bit of logging
 
* Cities will usually have just a little farming (in the outskirts) but lots of manufacturing and trade
 
* Townslands will often be fairly evenly balanced, with some manufacturing and trade as well as farming, hunting or fishing, as well as other industries if the area provides them
 
  
* Coastal or river regions will almost always have at least a bit of fishing
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[[Category:Economy]]
 
 
Also remember that quality and size are quite intentionally two different values. A region with one small mountain in it might be rated badlands, or rural or woodland, and it will probably have a low percentage for mining and/or stoneworks, but the quality of those might be high. On the other hand of the spectrum, a badlands region might offer nothing but some farming, fishing and hunting, which would mean high percentages for those sectors, but low quality.
 
 
 
In costal or river cities, there will probably be some fishing, but it will not be as good due to all the traffic, the pollution, and the fact that the fishers have to share the port with other vessels.
 
 
 
Places inbetween large cities, or on roads, near bridges, etc. will probably have some trading going on. A rural region right next to the only bridge for miles could have a small, but profitable, community of traders. A city at the same place would have a large trading guild, but the quality would be less due to the size and competition.
 
 
 
The quality setting for "Administration" depends on how well the region can be controlled. Large, sparsely populated regions are more difficult to control, as are very dense populations, such as in cities. If you are unsure, leave it at "average", because it does not matter as much as for the other sectors.
 

Latest revision as of 02:18, 21 October 2009

The contents on this page discuss a possible new feature. It may or may not be ever included in the game, and it may or may not be partially in testing somewhere (usually on the testing branch).
In short, consider this page is a sketchpad of sorts and don't rely too much on things written here until this notice disappears.
-- Tom

A more refined economy system than the current one is in the works. Instead of "detailing" the economy of a region by "gold and food" production, it will create a number of new, actual economic sectors and products.

However, BattleMaster is not and does not try to be an economic simulator. The purpose of an economic system is to create resource shortages that force realms to either cooperate (trade) or fight (conquest) in order to get access to these resources.

Unlike food, these new resources will not be generally available. In fact, quite a few realms will not have one or the other resource at all within their borders.

Also, these new resources will give traders many additional options, and they will make treaties such as the economic embargo devastating tools in the arsenal.


New Resources

One thing the new system will add is a number of new resources. At the moment, food is the only resource in the game. We will add:

  • Metal
  • Wood
  • Stone
  • Wares


Status

  • Some preliminary code is in the game, but inactive.
  • Islands that have their economic details set up:
    • East Island
    • Atamara
    • Beluaterra
    • Colonies
  • The Region Details page already shows the main economic sectors of a given region. For the "done" islands, these are correct, for the other islands they are from preliminary data and might still change.

I'm actively working on this stuff, and more details will be posted the upcoming days and weeks.