Search found 244 matches
- Thu Mar 11, 2004 9:31 am
- Forum: Design Archive
- Topic: DESIGN: Money Money Money
- Replies: 194
- Views: 71405
Look folks, this is getting just a wee bit ridiculus here. We have some folks who are arguing semantics such as not using the word "money" rather than substantive arguements about how to define the term. Well, you can call the $30 in my wallet everlasting gobstoppers or whozawhimjammies or wallawal...
- Wed Mar 10, 2004 1:16 pm
- Forum: Design Archive
- Topic: DESIGN: Money Money Money
- Replies: 194
- Views: 71405
- Wed Mar 10, 2004 11:06 am
- Forum: Design Archive
- Topic: DESIGN: Money Money Money
- Replies: 194
- Views: 71405
And i'm with Daveybaby: whats this fixation on PP? That's not a fixation, it's simply that it's easy to imagine stockpiling food and minerals, while manufacturing power, labour, needs a more complicated representation as it's not so material. But, again, let's stop using "money" as there's as many ...
- Wed Mar 10, 2004 10:56 am
- Forum: Design Archive
- Topic: DESIGN: Money Money Money
- Replies: 194
- Views: 71405
(a) Track each resource individually, possibly allow stockpiles of food, minerals or PP to be redistributed as required. Possibly allow trade agreements such as : 10 food per turn in exchange for 20 RP per turn. I think I actually took (a) for granted, dunno why... Currently nothing is stoickpiled,...
- Wed Mar 10, 2004 10:40 am
- Forum: Design Archive
- Topic: DESIGN: Money Money Money
- Replies: 194
- Views: 71405
I suggest that for the moment we should consider the phrases "money" and "PP stockpile" as interchangeable, with the view to planning the economy out talking about "money", but that anything we decide can be done with "money" will actually be done with "PP stockpile". If (as I suspect) we find that...
- Wed Mar 10, 2004 10:36 am
- Forum: Design Archive
- Topic: DESIGN: Money Money Money
- Replies: 194
- Views: 71405
- Wed Mar 10, 2004 10:21 am
- Forum: General Discussion
- Topic: Precompiled v0.1?
- Replies: 17
- Views: 4323
- Tue Mar 09, 2004 5:32 pm
- Forum: Design Archive
- Topic: DESIGN: Money Money Money
- Replies: 194
- Views: 71405
I don't know if we really need money; they could be just an unnessesary complication of the resource system. Trade would work fine without them, only with RP and PP. What money seem to be basically is a stockpile for stuff. The game could feel more dynamic without them; I think we should think twic...
- Tue Mar 09, 2004 12:01 pm
- Forum: Design Archive
- Topic: DESIGN: Money Money Money
- Replies: 194
- Views: 71405
However, this is a 4x game - the player is going to be focusing on diplomacy, warfare, exploration, etc, etc... Making the player spend this amount of attention on trade mechanics seems a little excessive. A moderately sophisticated trade model would provide for a lot more interesting diplomacy. So...
- Tue Mar 09, 2004 10:48 am
- Forum: Design Archive
- Topic: DESIGN: Money Money Money
- Replies: 194
- Views: 71405
- Mon Mar 08, 2004 5:21 pm
- Forum: Design Archive
- Topic: DESIGN: Money Money Money
- Replies: 194
- Views: 71405
What determines the price of the resource? Equally, are there any monopoly effects modelled (if you own all the sources of cotton / oil / something does that have any effect on anything). Is the resource output of each province fixed? (I presume so since I seem to remember the output of provinces i...
- Mon Mar 08, 2004 5:15 pm
- Forum: Design Archive
- Topic: DESIGN: Money Money Money
- Replies: 194
- Views: 71405
I guess the question that I'd want to see answered is: if it's really that unnecessary, can we think of some games that don't use it That may not be the best question, because, since we live in a world dominated (for very good reasons) by money, it's pretty hard to not make the leap from "we have t...
- Mon Mar 08, 2004 5:10 pm
- Forum: Design Archive
- Topic: DESIGN: Money Money Money
- Replies: 194
- Views: 71405
I can develop this idea a little bit more Please do. It sounds interesting, but I think I'd need to see a bit more of the flesh on the bones before it'd be clear what is being talked about. Each province has a resource that is in abundance and can be sold. Resources also possibly give some bonus. T...
- Mon Mar 08, 2004 3:53 pm
- Forum: Design Archive
- Topic: DESIGN: Money Money Money
- Replies: 194
- Views: 71405
This isn't 'resources' in the sense of minerals or food - resources in the sense that a planet has a primary resource which can be sold. The only real game effect is that it affects the amount of money generated by a planet (essentially a 'trade income' as well as a 'production tax' like MOO2) but ...
- Mon Mar 08, 2004 3:40 pm
- Forum: Design Archive
- Topic: DESIGN: Money Money Money
- Replies: 194
- Views: 71405
Krik, if I understand you porposal well, you are porposing that we: 1) Have worlds generate money instead of PP and RP; 2) You tax the worlds for a fraction of these; 3) The things that would otherwise determine the amount of RP and PP generated would then limit the amount of money you can spend on ...