ID:265288
 
Well I'm making a strategy game like civ2/3 if you haven't noticed...

I'm interested to know of what people think of this current design I'm going with.

Your city levels itself over time but the only way it levels itself is if you max your economy, farming, and population.

farming when raised adds 1-50 food gained per month. The amount to be raised is 1-1000 points. food sells for 2 gold a piece on average.

Economy when raised adds 1-100 money per month. The amount to be raised is 1-1000 points.

The only way to raise economy and farming is to set a general to work on raising them for a few months.
The amount raised is based on the generals wisdom/intelligence combined.
You can find other generals but beware, generals can choose to abandon you based on things like you can't afford their monthly payment per month, and that you haven't increased their loyalty.
Other players may also bargain with your generals in order to try to sway them to join them instead.


population - this is usually equal to 10 x city level.
The max city level is 25 with a wonder, 20 without.
population is the pool for creating spies, troops, and workers for outside city duties.

Each time you level you gain a "city worker".

in total you will have up to a possible 30 workers (5 at start, 1 per level) or 25.

there are 5 categories

farming - puting workers here increases monthly food income by the stagnant amount (for starters, 50 food per worker).

economy - puting workers here increases monthly money income. same as farming just times it by 2.

population - workers increase monthly population increase.

construction - increase the amount of production points gained. These go towards building structures quicker.

research - same thing as construction just research based.

animal training - used for making the recruiting time of monsters go quicker.

to give an example
without workers you produce 50 food per month.
with 10 workers you produce -
550 food per month.
with 10 in economy you produce -
1100

or with construction points -
a building takes 300 construction points
with 9 workers in construction that's
50 construction points...
300/50= 6 turns before construction is finished.

take into consideration different races get different bonus's for each area...

Soo... so far what do you think? Sounds like it might be kind of fun strategy wise assuming I get the civ 2-3 battle style down pretty well? any suggestions ? I've already coded this in but open for any suggestions...
What's the point of economy if farming is just as good for making money, and has more uses as well?
In response to Garthor
actually different uses...


food is good for several things -

playing the market, the market prices for food actually vary by small degrees, enough that you could actually make more money if you bothered to play with it. Buy and sell at the right time basically.

food is also necessary for armies and upkeeping population.

it's safer to produce food at no cost other then using some of your workers, then it is to produce lots of money and run the risk of having to buy food when it's high costing.

If your population doesn't have food to eat then your population will not grow.

For instance -

You have an army of 10000 troops, and they have a limit of only being able to carry a years supply worth of food, however it takes too long to get back to your town because you are sieging a city very far away and leaving means losing all your progress. It is too early in the game to build roads in that direction to make the travel quicker.

So you send a supply wagon to that army of 100,000 barrels of food. The wagon is vulnerable so you make sure that you send it when there's a safe passage to the army. If an army were to see the wagon it would be destroyed probably on site, making an extremely powerful attacker vulnerable. Kind of like going for the juggler. I have to give the weak guy a chance, after all :)

monsters also require a monthly cost of food to support them, this way no one person develops a huge massive amount of monsters at his arsenol. Sure I could have made the upkeep money, but then food wouldn't have much use and food is actually more versatile.

To keep it short -

food is for those who like to manage the gritty details and do as much as they can to be better then others.

money is for the lazy people.
In response to Jon Snow
Jon Snow wrote:
money is for the lazy people.

That's basicly what Garthor said. What's the point of it, then?

~X
In response to Xooxer
so what would you suggest I do then? Get rid of money in general?


I read his post wrong, I thought he was saying food was not as useful...

Money has plenty of uses also, for instance -

supporting generals. On a realistic level a highly skilled professional would require top dollar to obtain... Of course I could always write a story about how his society values food more, to try to bypass it

Money goes towards paying for economy development, or farming development. Perhaps researching new technologies or whatever... You always need to have an incentive for workers.

Money can also be turned around, to buy food for cheaper then normal. So essentially food and money go hand in hand. So I guess it comes down to that money and food are just 2 different ways to make the game a little more varied and complicated.

sure food can be turned into money... but money can be used to buy goods from other players because it is the foundation, the middle ground of the whole system. Without it everything would crumble.

However with money it lacks more the specifics and goes straight for the ability to be universally used in any situation.

In response to Jon Snow
Money can also be turned around, to buy food for cheaper then normal. So essentially food and money go hand in hand. So I guess it comes down to that money and food are just 2 different ways to make the game a little more varied and complicated.

If two things provide the same type of result the players will figure out which is most useful and neglect the other so instead of making it more complex all you do is do extra work for a feature that never gets used since it isn't as good as other means. To add to the complexity you must make sure each resource/resource collection method has atleast one unique role so the players can't entirely neglect it's usefulness.
In response to Theodis
well it's money, of course it has a unique roll. It always does. You can't buy things with other types of resources.

that's a simple response...