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Cybvep
12-23-2009, 12:14
In EB1 resource values were quite "plain" and "blunt". Naturally, some provinces were richer than others, which was fine. However, there was absolutely no dynamism and all increases were lineral. By investing in building x (usually marketplaces and ports) player could increase the value of all goods and that's it. It wasn't THAT bad, but there is much room for improvement.

My idea is to add certain effects on resources and change them with constructing "structures" (laws, buildings, wonders, whatever). Ever felt that "grain" resource was somehow undervalued? How about advanced farming increasing population growth, based on the resource? So, while advanced farming in province without "grain" resource would only add x growth, in provinces with the "grain" resources it would be x + y. It is quite easy to add even in RTW, as building effects CAN be tied to certain resources being present in a province.

The point is that the system can be quite complex and interesting. For example, you can make value of trade in a given provinces be more or less dependent on big bazaars being present. Therefore, luxury goods could become more and more profitable with building/establishing bigger bazaars/caravans. A province with mines could greatly increase trade values in a province and add only modest "mining" revenue, thus making it [the province] very profitable during peacetime, when there are many trade partners, and less proftiable during wartime, when trade is somehow crippled. Advanced farming in a province with "grain" resource could also increase value of trade goods, therefore making the "building" more efficient in some provinces than in the others. Provinces with advanced military complexes and "horse" resource could make cavalry cheaper to build. Ports could increase growth and trade values based on resources in a province (some could be more profitable for export purposes), but decrease health.

You could even combine it all with trait system...

Let's make economy more fun!

Julius Augustus
12-24-2009, 05:15
I like this idea. I dont know if it is possible. Sucks that there are a lot of hardcoded restrictions. I hope something like this works.

moonburn
12-25-2009, 04:29
aslong as you leave the mines alone i´m all up for a more challanging game

i actually enjoy the micro management and economical aspect of the game better then the war itself

tarem
12-31-2009, 14:06
the mines well.....it should depend on the mine really. iron mines should definitly affect troup recruitment costs and subsequent armor and weapon upgrades. same could aply for copper and tin mines if they exist but to a more limited scope. silver and gold mines should provide great boost to the economy in general as they would be primary sources for the working of the mints. they should also generate huge raw financial income becouse of that same reason. now if only inflation can be incorporated somehow for the provinces that produce lots of coin and have underdeveloped economy in general and we could begin to build "interesting" economic strategies :book:

Foot
12-31-2009, 18:30
As you may have noticed in EBI, we do not have different minerals as separate resources. Instead we have large mineral vein and small mineral vein. We will continue that trend, I believe.

Foot

tarem
12-31-2009, 21:16
ah, well in that case i think it would not be a wise idea to change the role of mines, other then what they are lready used for. if they represent the total mineral wealth of a province then as a resource their treatments should be no diferent then any other resource. by the way, sinse special resources were traidable items (by merchants) in MTW2, will they still be in EB2?

GenosseGeneral
01-09-2010, 22:58
by the way, sinse special resources were traidable items (by merchants) in MTW2, will they still be in EB2?
Will there be merchants, is a question.