TruePurple
May 27, 2005, 09:04 PM
Heres the idea,
Resources:
Work & gold to pay for the work (read shields, but not gotten from landscape)
Wood, iron, sand, stone, marble, food etc. In specific numbers.
To make anything you need a certain amount of each resource. Like to make a granary you might need 30 wood 20 work and 20 gold. To create work you need to assign a population unit to production (instead of getting "work" from the landscape) To get gold you need to assign population units to revenue generator (tax collector, different name though), Science from the scientist specialist. Only physical resources would be received from the landscape. If you cancel any production you get all your physical resources back.
Some resources may be substituted when you get the right tech, like you may eventually be able to make granaries from steel instead of wood. You would need less steel then you would if made of skill in that case.
Resources like iron can run out depending on how much you use. Resources like wood can run out if you use it too much. Players can choose between harvesting a little bit of wood from a square each turn but never running out. Or harvesting alot per turn and running out (that square becomes nonforested) Replanting squares could take many many turns.
This is just a rough draft of an idea, wanted to see what you guys thought.
Resources:
Work & gold to pay for the work (read shields, but not gotten from landscape)
Wood, iron, sand, stone, marble, food etc. In specific numbers.
To make anything you need a certain amount of each resource. Like to make a granary you might need 30 wood 20 work and 20 gold. To create work you need to assign a population unit to production (instead of getting "work" from the landscape) To get gold you need to assign population units to revenue generator (tax collector, different name though), Science from the scientist specialist. Only physical resources would be received from the landscape. If you cancel any production you get all your physical resources back.
Some resources may be substituted when you get the right tech, like you may eventually be able to make granaries from steel instead of wood. You would need less steel then you would if made of skill in that case.
Resources like iron can run out depending on how much you use. Resources like wood can run out if you use it too much. Players can choose between harvesting a little bit of wood from a square each turn but never running out. Or harvesting alot per turn and running out (that square becomes nonforested) Replanting squares could take many many turns.
This is just a rough draft of an idea, wanted to see what you guys thought.