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!
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!