EviltheMonkey
One Primate Think Tank
- Joined
- Dec 7, 2006
- Messages
- 85
There is a possible implication of QR that I've been mulling arround in my head for a while and I'd like to know what other people think of it.
Luxury good are defined in real life largely based on their scarcity as opposed to any inherent material value. As such it would make sense to tie the bonuses of some resources to their quantity, for example in small quantities almost any food stuff could be considered a luxury and would therefore provide but if too much becomes available it losses its luxury status and becomes just another staple crop. It shouldn't be too hard to introduce a negative happiness bonus to cancel out the as the novelty wares off (ie when more of the resource is available).
What I am thinking is more complicated (and maybe undo-able), is linking a resources in-game status to its quantity (for the purposes of adding additional bonuses from markets etc.)
Thoughts anyone?
Luxury good are defined in real life largely based on their scarcity as opposed to any inherent material value. As such it would make sense to tie the bonuses of some resources to their quantity, for example in small quantities almost any food stuff could be considered a luxury and would therefore provide but if too much becomes available it losses its luxury status and becomes just another staple crop. It shouldn't be too hard to introduce a negative happiness bonus to cancel out the as the novelty wares off (ie when more of the resource is available).
What I am thinking is more complicated (and maybe undo-able), is linking a resources in-game status to its quantity (for the purposes of adding additional bonuses from markets etc.)
Thoughts anyone?