Difference between revisions of "New Economy"

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== New Resources ==
 
== New Resources ==
 
One thing the new system will add is a number of new ressources. At the moment, food is the only ressource in the game. We will add:
 
One thing the new system will add is a number of new ressources. At the moment, food is the only ressource in the game. We will add:
* Metal - used for weapons and armours
+
* Metal
* Wood and Stone - used for fortifications and other construction work
+
* Wood
as ressources used for construction and production of weapons and armour.
+
* Stone
 
+
* Wares
In addition to these, we also add '''trade goods'''. This is totally new. These goods serve no in-game purpose except trade, which is why we use abstract, some might think slightly silly, "goods". These goods can be bought and sold, and (like those above) each region will have a "demand" of these goods to stay happy. If there is less produced locally, the remainder should be brought in via trade, or moral of the region will suffer. The more goods are "unsatisfied", the larger the morale hit.
 
 
 
The important part is that at all times '''at least two demands must be met''' or the people will be very, very unhappy. A region with only one demand met will spiral out of control, a region with '''no''' met demands will rebel instantly. If that sounds drastic, yes it is. Economics was one of the main reasons for peasant uprisings during the middle ages, and it wasn't always about food.
 
 
 
The following trade goods are currently available:
 
* Llamas -- symbolic for all kinds of livestock, which was a huge part of trade in the middle ages, as keeping the animals alive was the cheapest way of keeping the meat fresh in a time where refigeration had not yet been invented.
 
* Fnords -- like the well-known modern term, this stands for all kinds of wares, goods, items and assorted crap that people manufacture, sell and buy. If it's nothing else, it's a Fnord.
 
* Seamonkeys -- our symbolic trade good for everything that comes from the sea, as such only available in river or coastal regions. Fish, oil, sea-turtle shells, what have you.
 
* Kitchen Sinks -- this stands for all machinery, tools and like items of trade. High production in most cities, high demand in rural and mining regions. Also stands for ideas added to proposals made on the discussion list that have nothing whatsoever to do with the original proposal but get constantly added to pretty much every idea that comes along in a cheap attempt to push them through somehow. Apparently, we have a US senator or two playing.
 
 
 
 
 
  
  

Revision as of 23:00, 31 March 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 ressources. At the moment, food is the only ressource 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
  • 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.