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  • #76
    I don't think specific resources should get bonuses. They should just be there to allow people to split into different specialties.

    EDIT: Actually, bonuses should be there, but just for a few rare, special resources and in the form of a different base value.

    Comment


    • #77
      Originally posted by skywalker
      Wait - are you saying that if demand for alcohol is 7, and supply is 6, there's a 50% price bonus, but as soon as supply reaches 7, that bonus disappears?
      Yes, (although I think there should be tiers to the dropping bonus) kinda like when the US had prohibition. Even though alcohol was illegal the consumers were so desperate as to pay large amounts of money to get their hooch. It was so profitable that gangsters like Al Capone could hire small armies to smuggle, transport and enforce contracts because of the huge demand.

      Thus until someone can meet the demand there would be a large bonus. Encouraging someone(s) to build a Brewery. If they keep production low to maintain high profits someone else is going to want to get in on the action and build another Brewery.

      Eventually, the Brewer could easily be a non-landowner, having contracts with landowners to supply the grain and commerce needed to make Beer and selling the Beer at a higher profit.


      Originally posted by skywalker
      EDIT: Actually, bonuses should be there, but just for a few rare, special resources and in the form of a different base value.
      Oh, heck no. Everytime you add a different base you would have to create a new market and I'd rather stick with just three.

      Comment


      • #78
        I'm working on my own set of resources that I think will work better.

        Comment


        • #79
          There are three categories of resources - food, shields, commodities.

          There are three types of resources - raw ,finished, and special.

          Some things need better names.



          Food:

          Raw:

          Grassland - Wheat
          Plain - Wheat
          Jungle - Bananas
          Forest - Game
          Hill - no idea
          Desert - no idea
          Flood Plain - Wheat


          Special:

          Cattle

          Finished:

          Bread
          Meat
          Beef
          Something about bananas


          Shields:

          Raw:

          Grassland - Generic
          Plain - Generic
          Mountain - Rock
          Hill - Rock
          Forest - Wood
          Jungle - Wood
          Desert - Generic

          Special:
          Peat
          Iron Ore
          Bauxite
          Oil

          Finished:

          Paper
          Boards
          Stone
          Generic
          Coal*
          Iron*
          Aluminum*
          Petroleum*


          Commodities

          Raw:

          Grassland - Commerce
          Plain - Commerce
          Mountain - Commerce
          Hill - Commerce
          Forest - Commerce
          Jungle - Commerce
          Desert - Commerce
          Flood Plain - Commerce

          Special:

          Gold
          Uranium
          Elephants
          Colts
          Saltpeter
          Tree Sap
          Grapes
          Beavers
          Dyes
          Incense
          Spices
          Spiders
          Gems

          Finished:

          Business
          Jewelry**
          Plutonium*
          Ivory**
          Horses*
          Gunpowder*
          Rubber*
          Wine**
          Furs**
          Dyed Cloth**
          Candles**
          Condiments**
          Silk**

          *Military resources
          **Luxury resources

          More on buildings under this system later.
          Last edited by Kuciwalker; August 29, 2002, 17:28.

          Comment


          • #80
            For the rules, they work pretty much the same, except that they use the new trading format I suggested, and you can only sell finished resources. Actually, there are several differences, so I'll just list them:

            Each resource has its own base value.

            Business always sells EXACTLY at a price determined by something related to amount of trading going on. I don't know quite how to quantify it yet.

            All Finished Commodities other than Gunpowder, Rubber, Plutonium, and Business sell to pop points (in addition to food, not instead of).

            The price of Aluminum, Iron, Gunpowder, Horses, Petroleum, Plutonium, Rubber, and Coal is doubled during wartime.

            The price of all Food increases by 50% during wartime.

            All finished Food and Shield resources can be sold to the government (not pop points), though I don't know how to determine demand yet.

            The Shield resource Generic is both a Raw and Finished product.
            Last edited by Kuciwalker; August 29, 2002, 17:07.

            Comment


            • #81
              See, doesn't my proposal seem simple now?

              Comment


              • #82
                You can only sell finished resources? Don't agree. To the PUBLIC, yes, but between eachother? Any trade goes as long as both sides agree.

                Floodplains- RICE (rice is better than wheat in many ways)


                Suggestion: Altering the fundamental $100 level for some products, to show their value above others. That way supply and demand still works.

                Suggestion: A building is required to extract the special benifits of a resource square-- Stable for horses, deep mines for Uranium, coal and iron, etc. Besides this, they would still produce their extra food/shields/commerce.

                Comment


                • #83
                  The types of buildings are completely irrelevent except to help me explain something later on.

                  NOTE: Most buildings need names.

                  General Buildings

                  Bakery
                  2 Beams OR 1 Stone OR 4 Generic
                  Converts 2 Wheat into 2 Bread per turn.

                  Butchery
                  2 Beams OR 1 Stone OR 4 Generic
                  Converts 2 Game into 2 Meat OR 2 Cattle into 2 Beef per turn.

                  Banana Building
                  2 Beams OR 1 Stone OR 4 Generic
                  Converts 2 Bananas into 2 as of yet unnamed finished banana products.

                  Stone Building
                  2 Beams OR 1 Stone OR 4 Generic
                  Converts 2 Rock into 2 Stone per turn.

                  Paper Building
                  2 Beams OR 1 Stone OR 4 Generic
                  Converts 2 Wood into 2 Paper per turn.

                  Mill
                  2 Beams OR 1 Stone OR 4 Generic
                  Converts 2 Wood into 2 Beams per turn.


                  Business Buildings

                  Office
                  (2 Beams OR 1 Stone OR 4 Generic) AND 2 Paper
                  Converts 2 Commerce into 2 Business per turn.

                  Business HQ
                  4 Beams AND 2 Stone AND 6 Generic AND 6 Paper
                  For affected buildings, makes you convert 2 of a raw resource into 3 of a finished resource. See bottom for explanation.


                  Luxury Buildings

                  Winery
                  2 Beams OR 1 Stone OR 4 Generic
                  Converts 2 Grapes into 2 Wine per turn.

                  Jeweler
                  2 Beams OR 1 Stone OR 4 Generic
                  Converts 2 Gold OR 2 Gems into 2 Jewelry per turn.

                  Trappers' Lodge
                  2 Beams OR 1 Stone OR 4 Generic
                  Converts 2 Beavers into 2 Furns per turn.

                  Condiment Building
                  2 Beams OR 1 Stone OR 4 Generic
                  Converts 2 Spices into 2 Condiments per turn.

                  Dyes Building
                  2 Beams OR 1 Stone OR 4 Generic
                  Converts 2 Dyes into 2 Dyed Cloth per turn.

                  Silk Building
                  2 Beams OR 1 Stone OR 4 Generic
                  Converts 2 Spiders into 2 Silk per turn.

                  Candles Building
                  2 Beams OR 1 Stone OR 4 Generic
                  Converts 2 Incense into 2 Candles per turn.

                  Ivory Building
                  2 Beams OR 1 Stone OR 4 Generic
                  Converts 2 Elephants into 2 Ivory per turn.


                  Military Buildings

                  Stable
                  2 Beams OR 1 Stone OR 4 Generic
                  Converts 2 Colts into 2 Horses per turn.

                  Iron Building
                  2 Stone OR 6 Generic
                  Converts 2 Iron Ore into 2 Iron per turn.

                  Gunpowder Building
                  2 Beams OR 1 Stone OR 4 Generic
                  Converts 2 Saltpeter into 2 Gunpowder per turn.

                  Coal Building
                  2 Stone OR 6 Generic
                  Converts 2 Peat into 2 Coal per turn.

                  Rubber Building
                  2 Beams OR 1 Stone OR 4 Generic
                  Converts 2 Tree Sap into 2 Rubber per turn.

                  Refinery
                  2 Stone OR 6 Generic
                  Converts 2 Oil into 2 Petroleum per turn.

                  Aluminum Building
                  2 Stone OR 6 Generic
                  Converts 2 Bauxite into 2 Aluminum per turn.

                  Reactor
                  2 Stone OR 6 Generic
                  Converts 2 Uranium into 2 Plutonium per turn.


                  Storage Buildings

                  Silo
                  2 Beams OR 1 Stone OR 4 Generic
                  Stores up to 10 finished, raw, or special food resources.

                  Warehouse
                  2 Beams OR 1 Stone OR 4 Generic
                  Stores up to 10 Shield or Commodity resources except Commerce and Business.

                  Bank
                  2 Beams OR 1 Stone OR 4 Generic
                  Stores up to 10 Commerce or Business.


                  The Business HQ is supposed to be the crowning achievement of any player. To build one, you must have either 8 Offices (in which case it will only affect offices), 3 luxury buildings of any kind (in which case it will only affect luxury buildings), 3 military buildings of any kind (in which case it will only affect military buildings), 5 of a specific general building except bakeries (in which case it will only affect that specific building), or 10 Bakeries (in which case blah blah blah you get it by now). You can only have ONE Business HQ. Also, if you have 6 of a specific storage building then you can build one and it will make that type of building hold 5 extra resources.

                  Comment


                  • #84
                    Epistax - sorry, that's what I meant. Between players, anything can be traded.

                    About the building required to use special resources, I think that we have enough buildings under this as it is. Special resources on a square mean that you sell your raw food, shields, or commodities from that square as the special resource, not the standard.

                    I think I already put in something about how each thing has its own base value.

                    Comment


                    • #85
                      Skywalker,

                      If we ever get to a system as you just proposed we will have to automate it (unless of course you know a way to clone GhengisFarb ).
                      Franses (like Ramses).

                      Comment


                      • #86
                        I don't think that would work yet as we have to pay off our loans and that would require us building infrastruture.

                        My plan was to gradually expand the finished resource arena as our civilization progressed (automobiles should be VERY profitable). We have just entered the Middle Ages and most products were still raw resources at that point in time. This is where you start seeing Finished Goods entering the marketplace.

                        Epistax, like the rice idea. Food from floodplains should be called rice. Another thing, many of skywalker's goods have the same name as resources.

                        Comment


                        • #87
                          Here's an idea - you get to start with either a Bakery, Butchery, Mill, Office, or Stone Building (maybe a Paper Building would be a choice too).

                          Comment


                          • #88
                            Also, I have an idea as to why the food price has plummeted. We currently have 1 pop demanding 1 food, right? Well, each pop point eats TWO food. d'oh!

                            Comment


                            • #89
                              Uh, 2 food per pop has always been the demand # for the food market....................

                              Comment


                              • #90
                                Ok, sorry, I thought it was 1.

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