Idea(s): Game economics, goods, and troops

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bjornredtail
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Post by bjornredtail »

Okay, perhaps I've played one too many games of stronghold... But I have an idea which would completely revoulationize the way we play FAF.

First off, we would need some flexable means of handleing goods, kindof like we have for troops. That is the most diffacult thing code wise, as the current food and mana variables are hardcoded throughout the game. If it could be done, the rest could fall into place rather easily...

To start, we would have 'production chains' behind various classes of goods. Ie, we would have a new building know as an iron mine, which would produce a certain type of new type of good, iron ore. Then you would have another new building to turn that ore into iron stock. Then a another building to turn the iron stock into useable weapons or goods. From here you train your troops (ie, you would need a sword for a swordsman). The existing flexable troops system could be used to full effect in createing various subclasses of troops. For example we could have swordsman, spermen and axemen as infintery. Each would count for offence and defence points aginst general and infintrey attack. Archers and slingers would count as missile units, and would be counted in bombardments.... etc. Addtaionally we could have 'upgrades'. You give a swordsman a suit of armor, he would get more offence eand defence points.

Another, seperate but related idea would involve implementing a Stronghold style 'popularity' system. Higher taxes, less food, more croweded houseing and other factors could lead to a drop in popularity, which would be made to cause workers to leave. Workers would have be made more important as well. Perhaps make it so you can only recruit your workers into the army and require the workers to run the various buildings that you own.
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Devari
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Post by Devari »

More importantly: Stronghold or Stronghold: Crusader?


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Freenhult
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Post by Freenhult »

That idea is very similar to how Imperia works. Except that that is real time. But, you are adding a lot more complexity into it. Which I believe may be good.

Although, I'd hate to see the current system completely disappear.
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Turock
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Post by Turock »

Yea that would be cool. I really like the idea of making peasants more important and building/recruit of your army from the peasants instead of just buying them, or recruiting as it is now.
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Fresh Water Fighters
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Post by Fresh Water Fighters »

Sounds cool.
Also troops from the market should be different from trained troops. Like trained troops are stronger or the are more loyal or something. I think that would be cool, or like in Stronghold: Crusader the mercenaries are cheep and fast to buy but die easily.
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bjornredtail
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Post by bjornredtail »

Another sub-idea... make it so that certain goods are only avable in certain regions.


I'm thinking... could we just implement the whole thing with the existing troop field? Make each good a 'troop type' and set it's O and D points to zero. Perhaps add another variable somewhere to define what are acctually fighting troops and which are acctually goods and workers and stuff so that the amount of wood that a player has isn't listed under 'militery'... Or would it be better to seperate goods completely from troops?
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Freenhult
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Post by Freenhult »

Bumps for good idea. I'll leave this here for more discussion.
Nami kotogotoku, waga tate to nare. Ikazuchi kotogotoku, waga yaiba to nare. Sōgyo no Kotowari!

波悉く我が盾となれ雷悉く我が刃となれ,双魚の理 !

Every wave be my shield, every lightning become my blade!
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