Hello, I am asking help with
NWolfNES I. NWolfNES I is roleplay mixed together with village(es) and/or faction management. It has survived for 5 updates but ruleset needs to be more defined for next updates.
But basic ruleset I've been using now:
Every player controls one immortal orc:
1) Every immortal orc has popularity stats among factions (fishermen, crafters, warriors etc.).
2) Every immortal orc has personal property (like leather armor, bag full of pearls) and personal skills (like basic fighting, basic crafting)
3) Every immortal orc has 2 "actions" every turn to do something (go fishing, learn crafting, train, participate battle).
4) Every immortal who has followers gains third action that focuses on followers control.
Until now I've been doing fine without economical system, but I want to bring in gold and personal property into this NES, so player could choose if he wants to be a hero, village leader, major land owner or whatever. In theory everyone would gain control of a village or few by update 15 (assuming this NES survives that long). Right now players and villagers (NPCs) have been working under "communism-ideal" like structure, but they've been making contacts with outside world and gained knowledge of "Capitalism". And they want to use this knowledge.
So, every players has 2 actions, what to do and I'm planning to reward them with gold (and/or with skills/popularity). So, My idea of economical system is following:
Value some actions with certain amount of gold. Examples:
Woodwork (chopping, carrying to lumbermill and cutting): average 3 gold
Working on construction: Average 2 gold
Farm-work: Average 3 gold (2 gold during summer)
Hunting: From 1-4 gold
Player controlled orc skills will increase /decrease wage for works they do. I assume that players will automatically pay for food, rent and taxes, so I don't need complicated income-taxes-rent-food calculations and pay for work is simple profit not actual pay-costs calculation.
Players could increase their income by building up followers(and giving them tasks), founding businesses, building new villages or whatever.
Current Village contains about 200-250 people. If I tax every person with 1 gold/head, village will gain roughly 200 gold per turn. (You do not have to "pay" taxes, it's done automatically as players character will probably work enough to buy food and pay rent/taxes). I am unsure if that tax rate is good enough and how prices should go.
Village itself is like a large business - it buys food and stores it, collects taxes and pays for people working for village. That means that 200 gold we gained before is only net profit, not everything village has/had.
I don't want to price things too highly or make them too cheap. Commoner immortal should not be able to buy himself large house while elite merchant should have no problems with that.
If I price things using following scheme:
Random Working Action: 1-4 gold
Work that needs to be done during current season: +2 gold
Immortals knowledge * wage: none (0,75x), basic (1x), advanced (2x), expert (3x) master (5x)
+ Dice Roll
So that means:
Action 1: Farming during spring for immortal that knows "basic planting" and rolled 4 would earn: (4+2)*1+4= 10 gold (standard wage + extra for season)*basic knowledge + roll.
While farming during summer for simple commoner who rolled 2 would earn:
4 * 0,75 + 2 = 5 gold
Fishing for advanced spear fishing, basic fishing with net, advanced fishing with traps, for person who rolled 3 would earn:
3 * 2 * 1 * 2 + 3 = 15 gold
Same thing for person who knows only basic fishing and rolled 3:
3* 1 +3 = 6 gold
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I want houses to be buy-able and have 3 different sizes:
Buying covers costs of construction (workers, materials, tools, taxes etc.)
Small (fits 10-15 orcs sleeping side by side)
Medium (fits 40 orcs sleeping side by side)
Large (fits 80 orcs sleeping side by side)
Every house needs to designed or redesigned for certain purpose. One house can have only one purpose - crafters house will contain tools and equipment for crafters.
Out of my head I'm thinking:
Small house: 50 gold
Medium house: 80 gold
Large house: 110 gold
Shrine: 30 gold
Designing house for certain purpose: 20 gold (unless said otherwise, sleeping bags for houses would be 5 gold). Luxurious (re)design would cost 20% of house+current design price.
Is this too high/low ?
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I also want characters to be able to buy something off the traders and sell something to traders (who travel regularly through villages) or to village itself.
I Imagine weapons and tools rental (to practice with) be 1/10th of buying value(round up), unless said otherwise (weapons and armor are free during siege for an example)
Short Sword: 20 gold
Long Sword: 30 gold
Chain mail: 50 gold
Tools/traps: 15 gold
Spear: 10 gold
Broken: 0,5 - very low: 0,75 - low: 1 - medium: 1,5 - high: 2,5 - legendary: 5
So med long sword would cost: 30*1,5= 45 gold
broken spear would cost: 10*0,5= 5 gold
med spear would cost: 1,5*10= 15 gold
Old mechanism would still work - you do an action to fix an item and you have a chance to fix that item. Money would basically be fourth action, like instead of Action: Chop wood
Action 2: Fix broken sword
Followers: Do as I do
You'd have
Action: Chop wood
Action: train in training grounds with broken sword
Followers: Do as I do
Buy: Ask crafters to fix sword for X cost
How much should fixing stuff cost?
Is this all too complicated?
There are better number crunchers than I am so