Nice I like the conversation while I am asleep
Yes Night, those were much better posts, a part from having nominally already been taken care of
hehehe!
Yeah the commerce thing has always been inteneded to change to a more post apocalyptic vibe, however lets face it, it is not really a big deal as it is mostly a purely cosmetic change! We do also simulate the rebirth and evolution of currency and economy, and Fallout does this too, with bottle caps, shares, paper money and in FNV Coinage (of actual gold in Caesar's legion, or so I am led to believe)
To be honest, with the whole tech tree, I still don't exactly see what the issue is, other than the argument of 'what is more logical' in terms of eveolution, which is an arguement that could go on till the ends of the earth
and as we have seen Beyond!
Or your premise of having less techs to make things go faster (which is something I again disagree with, purely because I intend to try and develop the beginning of the game and add in more stuff to give the player more 'story' and sense of tension, etc. thus making that part of the game more interesting too)
You do have some interesting tech concepts like the differentiation of hunting and big game hunting. (Although lets face it, there isn't really a lot of 'big game' that you would want to go after in Fallout, as it is mostly way more trouble that it is worth!!).
If it is simply about costs and time taken to research things, that is all still conceptual and needs fully 'mathing out' to find the sweet spot!
As yet I have not really seen anything that makes me go, 'Yes this is such a good point it is worth redoing everything!'
I am still really interested in seeing your ideas laid out and shared, but so far all I have really seen is some more or less cosmetic stuff. (which won't really be played around with till the 'core mechanics' are really finished). So right now I won't put too much of my own thought/energy into it unless something jumps out and I go 'OH yes that is so epic we need that NOW!!!'
Like for example I could argue, what are you barricading if you don't have a shelter building?
With improvements, like I said the 'evolution' of improvements is left unfinished, as until i can 'lock' upgrades of improvements with techs the whole thing is not really worth doing. Which is just waiting for someone to make the code available, or waiting for flitz to have the time to go and get it from another mod code. (Poor Flitz, he really must regret agreeing to join me
I do look at him like a tasty beef burger of delicious coding ability!)
So the question is not, can we dissolve scavenger camps over time? as when the improvements are all done, scavenger camps won't be as 'stand out' good as they are now, and you will want to shift from camps to 'villages' and 'industry' etc. It's just not done yet.
The question is since you and the ai both have access to scavenger camps, why are you so much more advanced than them, and I suspect the answer is that unlike the ai who founds where it starts, you spend a bit of time exploring and finding a nice 'blob' of ruins and found there.
If that is the case, I consider that to be a bit of an exploit of the current game code mechanics, which I would seek to address. Probably by making the player 'auto found' on their starting plot, like it was in Fury Road. Or by tweaking the code rule that says animals won't spawn until every player has a city, and make it so they spawn right away, thus terrifying the player into settling, or see them eaten alive
As to the Gold argument, I think Redding had Gold mines, and you could certainly get a 'gold nugget' in F2, so by that reckoning Gold is a fallout resource, which is why I left it in. Also Gold has always been a big part of the American historical psyche, from such things as the Gold rush, etc. I do agree that 'precious stones and metals' would to me seem to be absolutely useless in the apocalypse (unless you have the technology and equipment to use them in their high Tech/Utility forms) things like gold and diamonds seem to always hang around in post apocalyptic 'environments' as 'High Currency' objects, again especially in american ones.
Again though, this is another more or less cosmetic thing and so not really worth much time at this stage in development. The current resource list was another fairly fast undertaking to turn it from BtS to Fallout. Depending on the future game mechanics we implement (the list is quite long!) the resource list will be set to rise considerably in quantity.
If you are interested, I can get you added to the dev team, then you will be given access to the secretive and powerful Vault Dev, thus giving you access to the secret inner workings of mod plans! dun dun duuuuuuuun!