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.
Idea(s): Game economics, goods, and troops
- bjornredtail
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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.
Although, I'd hate to see the current system completely disappear.
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- bjornredtail
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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?
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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