Re: Trade in G2

Rogerio Alecrim (ralek@mail.telenet.pt)
Wed, 28 Jan 1998 10:27:37 +0000

Hiya,

Would you mind taking this discussion to where it is supposed to be - the
design list... as this is not going to happen on g2.

Roger

Basil A. Daoust wrote:

> Rob,
>
> I would say that your on the right track. I would still say that the
> town is to easy to build.
> Lets take a fictition faction. They have 10 nobles with variable
> skills. Remember I'm only talking about a single faction alliance in my
> experiences are made up of many factions. But lets look at the single
> faction.
>
> a noble recruits in a city hex pulling in 20 peasants a turn, in 10
> turns he has 200 peasants
> two nobles do a similar activity in another city but create pikemen
> thats 200 pikemen in 10 turns.
> a noble can easily quarry 100 stone a turn so in 10 turns thats 1000
> stone.
> a noble cutting wood, with convienient forests can easily cut 120 wood a
> turn or 1200 in 10 turns
> This took only 1/2 the faction. The other 1/2 can be making money etc.
> Now lets get a allaince organized... I'll leave that for you to think
> on.
>
> Here are some numbers that might work for a city sized location:
> 50,000 stone
> 30,000 wood
> 5,000 Iron
> 200 Pikemen
> 5,000 workers
> 20,000 peasant
> 100,000 man hours and 100,000 gold
> (requirement would be like all other building, 20% for each phase
> available)
>
> I suppose you could destory a city like you destroy castles... but the
> population would not be destroyed and rebuilding the location should be
> easier than above.
>
> Rodgers, Robert wrote:
> >
> > >But what about the people?
> >
> > Right. I've actually given this quite a bit of thought in a general
> > plan for increased economic development in Oly that I intend to someday
> > propose to Rich. In essence, I think creation of a city ought to be a
> > three step process, starting with the creation of a village with 500(?)
> > wood and 200 peasants. The village has no market, no structures can be
> > built inside, but does produce an addtional 10 peasants per month (they
> > do breed, don't they, those peasants: Almost think they were all named
> > Clinton or something) and doesn't contribute to civ level. Adding a
> > certain amount of stone and some more peasants makes a town, which still
> > has no market, but can have structures built in it and contributes .5 to
> > civ level. Then, adding more stone, more peasants, and some pikemen
> > makes a city. All this would require a new construction skill, and
> > perhaps a noble point to build the city just to make it harder.
> >
> > My economic system also includes roads, farms, etc. Probably never be
> > implemented, but I enjoy thinking about this sort of thing as a long
> > time amateur game designer.
> >
> > Rob

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