Author Topic: Resources and Trade  (Read 3501 times)

Chenier

  • Exalted Emperor
  • ******
  • Posts: 8120
    • View Profile
Re: Resources and Trade
« Topic Start: October 23, 2018, 07:58:27 PM »
To reiterate what was said on the discord, I remember a discussion a while back, about a simplified resource system that would add a bit of the opportunities of the past iteration, while being somewhat simpler.

It involved adding, on top of Gold and Food, two new generic resources: Materials and Luxuries.

Both would be tradeable and perishable, like food. Having a large surplus of materials would offer various buffs, such as: cheaper repairs, quicker repairs, cheaper wall repairs, cheaper infrastructure cost, better RC consults, and/or quicker RC replenishment. Having a large surplus of luxuries would result in increased control, morale, and loyalty for regions and/or troops. Both would have decay and diminishing returns.

These generic resources would allow to address many of the goals of previous iterations, while bypassing the complexities of balancing a large number of resources (such as wood, metal, stone, etc.).

It'd be understandable if the current roadmap is already too burdened, though.
Dit donc camarade soleil / Ne trouves-tu ça pas plutôt con / De donner une journée pareil / À un patron