EviltheMonkey
One Primate Think Tank
- Joined
- Dec 7, 2006
- Messages
- 85
I'm not sure whether I should bring this idea up here on on the map thread, but I figured that while it is about resources it doesn't deal in specifics so here goes...
Hope fully you will introduce resource quantification and if so I have a suggestion, the removal of luxury goods as a specific type of resource.
Lets say your civ is sitting in the middle of the Indonesian forests and your surronded by spices, more spices than you can possibily use. After the initial novality has worn off I doubt people would consider spicy food a luxury, just the norm; but if they acquire a few cows from a European trader, beef would be a highly prized luxury food. My point is you wouldn't have luxury goods per se. A good would be considered a luxury dependant on its quantity (this not only applies to food stuffs, in ancient Egypt iron was valued as much as gold because of its scarcity).
The numbers would have to be worked out but every good would have an inherent value (health for food, hammers for ores etc) that would increase in a linear fashion irrespective of quantity. They would also have a 'novelty' value (bonus happiness) that would give a large bonus in small quantities but would level off as quantity increases (and could have negative modifiers with very high quantities, canceling out bonuses at lower levels, to represent it becoming a staple of your civ and as such mundane).
Other effects you could intorduce with quantitative resources include subtance abuse for pretty much any product, ie if your civ consumes too much it has negative health effects (tobacco, alcohol, sugar, red meat for example- the levels considered 'excesive' would vary for each of course).
Sorry for the ramble, I get idea bursts instead of a sustained flow
Hope fully you will introduce resource quantification and if so I have a suggestion, the removal of luxury goods as a specific type of resource.
Lets say your civ is sitting in the middle of the Indonesian forests and your surronded by spices, more spices than you can possibily use. After the initial novality has worn off I doubt people would consider spicy food a luxury, just the norm; but if they acquire a few cows from a European trader, beef would be a highly prized luxury food. My point is you wouldn't have luxury goods per se. A good would be considered a luxury dependant on its quantity (this not only applies to food stuffs, in ancient Egypt iron was valued as much as gold because of its scarcity).
The numbers would have to be worked out but every good would have an inherent value (health for food, hammers for ores etc) that would increase in a linear fashion irrespective of quantity. They would also have a 'novelty' value (bonus happiness) that would give a large bonus in small quantities but would level off as quantity increases (and could have negative modifiers with very high quantities, canceling out bonuses at lower levels, to represent it becoming a staple of your civ and as such mundane).
Other effects you could intorduce with quantitative resources include subtance abuse for pretty much any product, ie if your civ consumes too much it has negative health effects (tobacco, alcohol, sugar, red meat for example- the levels considered 'excesive' would vary for each of course).
Sorry for the ramble, I get idea bursts instead of a sustained flow
