Search found 244 matches
- Thu Mar 11, 2004 9:31 am
- Forum: Design Archive
- Topic: DESIGN: Money Money Money
- Replies: 194
- Views: 86658
- Wed Mar 10, 2004 1:16 pm
- Forum: Design Archive
- Topic: DESIGN: Money Money Money
- Replies: 194
- Views: 86658
- Wed Mar 10, 2004 11:06 am
- Forum: Design Archive
- Topic: DESIGN: Money Money Money
- Replies: 194
- Views: 86658
- Wed Mar 10, 2004 10:56 am
- Forum: Design Archive
- Topic: DESIGN: Money Money Money
- Replies: 194
- Views: 86658
(a) Track each resource individually, possibly allow stockpiles of food, minerals or PP to be redistributed as required. Possibly allow trade agreements such as : 10 food per turn in exchange for 20 RP per turn. I think I actually took (a) for granted, dunno why... Currently nothing is stoickpiled,...
- Wed Mar 10, 2004 10:40 am
- Forum: Design Archive
- Topic: DESIGN: Money Money Money
- Replies: 194
- Views: 86658
- Wed Mar 10, 2004 10:36 am
- Forum: Design Archive
- Topic: DESIGN: Money Money Money
- Replies: 194
- Views: 86658
- Wed Mar 10, 2004 10:21 am
- Forum: General Discussion
- Topic: Precompiled v0.1?
- Replies: 17
- Views: 5113
- Tue Mar 09, 2004 5:32 pm
- Forum: Design Archive
- Topic: DESIGN: Money Money Money
- Replies: 194
- Views: 86658
I don't know if we really need money; they could be just an unnessesary complication of the resource system. Trade would work fine without them, only with RP and PP. What money seem to be basically is a stockpile for stuff. The game could feel more dynamic without them; I think we should think twic...
- Tue Mar 09, 2004 12:01 pm
- Forum: Design Archive
- Topic: DESIGN: Money Money Money
- Replies: 194
- Views: 86658
However, this is a 4x game - the player is going to be focusing on diplomacy, warfare, exploration, etc, etc... Making the player spend this amount of attention on trade mechanics seems a little excessive. A moderately sophisticated trade model would provide for a lot more interesting diplomacy. So...
- Tue Mar 09, 2004 10:48 am
- Forum: Design Archive
- Topic: DESIGN: Money Money Money
- Replies: 194
- Views: 86658
- Mon Mar 08, 2004 5:21 pm
- Forum: Design Archive
- Topic: DESIGN: Money Money Money
- Replies: 194
- Views: 86658
What determines the price of the resource? Equally, are there any monopoly effects modelled (if you own all the sources of cotton / oil / something does that have any effect on anything). Is the resource output of each province fixed? (I presume so since I seem to remember the output of provinces i...
- Mon Mar 08, 2004 5:15 pm
- Forum: Design Archive
- Topic: DESIGN: Money Money Money
- Replies: 194
- Views: 86658
- Mon Mar 08, 2004 5:10 pm
- Forum: Design Archive
- Topic: DESIGN: Money Money Money
- Replies: 194
- Views: 86658
I can develop this idea a little bit more Please do. It sounds interesting, but I think I'd need to see a bit more of the flesh on the bones before it'd be clear what is being talked about. Each province has a resource that is in abundance and can be sold. Resources also possibly give some bonus. T...
- Mon Mar 08, 2004 3:53 pm
- Forum: Design Archive
- Topic: DESIGN: Money Money Money
- Replies: 194
- Views: 86658
This isn't 'resources' in the sense of minerals or food - resources in the sense that a planet has a primary resource which can be sold. The only real game effect is that it affects the amount of money generated by a planet (essentially a 'trade income' as well as a 'production tax' like MOO2) but ...
- Mon Mar 08, 2004 3:40 pm
- Forum: Design Archive
- Topic: DESIGN: Money Money Money
- Replies: 194
- Views: 86658
Krik, if I understand you porposal well, you are porposing that we: 1) Have worlds generate money instead of PP and RP; 2) You tax the worlds for a fraction of these; 3) The things that would otherwise determine the amount of RP and PP generated would then limit the amount of money you can spend on ...