
07-05-2004, 08:06 PM
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Mister 1,000,000
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Join Date: Jan 2003
Location: Brussels, capital of Europe.
Posts: 5,396
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Kingdom Economics
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Well, to me it would be easy to add a sort of economy system for the kingdoms. It would work like this:
1) the King/Queen of a kingdom decides in what the kingdom should invest. This can be multiple objects, only one or none at all, depending on the avalaible resources. This would be the basic options (for platinum/gold/silver coins)
- hire worker [requires: 1 housing, 1 food/day] {costs: 1000 platinums coins or 5/day}
- search for natural resource {costs: 200 platinum coins (always succesful unless there are no more resources available) }
- science funding {costs: 100 platinum coins for a time span of 4 days. Every added 100 platinum coins makes it 1 day less ( so 400 platinum coins = 1 day) }
2) -hire worker-
The kingdom now has a new 'resource'; a worker. This worker can do the following:
<first level buildings>
- build mine [requires: mineral source, wood] (provides minerals and stone)
- plant and cut forest [requires: fertile ground/forest]
- build farm [requires: wood] (provides +4 to housing)
<second level buildings>
- ore refinery [requires: Ore refining, wood, stone] (refines ores)
- build lumbermill [requires: Craftmanship, wood, iron] (makes boards out of logs)
- build blacksmith [requires: an ore refinery, wood, iron, stone] (produces items like weapons and shield, makes new research options possible)
3) -science funding-
Advances the building options of kingdoms; now it will be possible to make more buildings. Can also improve worker efficiency, reduce costs, etc.
<first level research options>
- improved digging tools [requires: atleast two mines] - doubles mine production
- Masonry [requires: atleast two farms]
- Ore refining [requires: atleast two mines, min. 50 ores received]
- Craftmanship [requires: 4 forests planted, min. 20 logs received]
<second level research options>
- Windmill (+2 housing for every farm)
- advanced shield production [requires: blacksmith] (adds a armour+1 bonus to every shield produced in the blacksmith)
- advanced axe production [requires: blacksmith] (adds a dam+1 bonus to every sword produced in the blacksmith)
4) -Building productions-
<Blacksmith>
-<first level>-
Axe [requires: iron, board]
Simple Shield [requires: board]
-<second level>-
All previously mentioned;
Steel Sword [requires: iron]
Buckler [requires: iron, boards]
5) -additional hirings-
blacksmith
Ofcourse a lot more levels etc. can be added. If the staff plans to add this, contact me and I'd be pleased to help with it =) |
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Originally Posted by Lance
stefan is satan
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