Search found 244 matches

by krum
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...
by krum
Wed Mar 10, 2004 1:16 pm
Forum: Design Archive
Topic: DESIGN: Money Money Money
Replies: 194
Views: 71405

I suggest that we focus on how distribution and stockpiling of surplus resuources works, since that seems to be the issue.
by krum
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 ...
by krum
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,...
by krum
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...
by krum
Wed Mar 10, 2004 10:36 am
Forum: Design Archive
Topic: DESIGN: Money Money Money
Replies: 194
Views: 71405

Look, people, let's get our terminology straight so that we can concentrate on actual issues. Much of the discussion so far has been focused more on semantics than on actual game mechanisms, and it simply unproductive and slows us down a lot.
by krum
Wed Mar 10, 2004 10:21 am
Forum: General Discussion
Topic: Precompiled v0.1?
Replies: 17
Views: 4323

Yeah, I noticed you when logged in to post that :wink:
by krum
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...
by krum
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...
by krum
Tue Mar 09, 2004 10:48 am
Forum: Design Archive
Topic: DESIGN: Money Money Money
Replies: 194
Views: 71405

I don't have a problem with you buying a superdreadnought in one turn, as long as you actually buy it from someone and it doesn't just magically pop out of nothingness. :)
by krum
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...
by krum
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...
by krum
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...
by krum
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 ...
by krum
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 ...