Re: Trade in G2

Bruce Glassco (esglasb@es.cc.va.us)
Wed, 28 Jan 1998 16:39:01 -0600

>> 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

I, too, have spent idle hours thinking about how I would set up a game if
I were running one, with farms, etc just as Rob says.
(Being who I am, of course, my game would also have a built-in poliical
system -- an "Imperial Court," as well as a Church and world-wide colleges
of magic, each with their own hierarchy of offices that wield real power
and are achievable by players through various means. Plenty of room for
politics and back-stabbing!)
Getting back to farms, though, and giving more thought to them, I've begun
to see a problem in any such system.
As I understand it from reading the literature, most long-running,
multi-player pbms and pbems before Olympia had the same problem. This was
that they allowed for some kind of "investment" system, whereby you could
put some of your resources into something which would get you a return of
something else. That sort of thing is vital to most boardgames, of course,
which are often based around who can invest and guard their resources most
efficiently while obtaining offensive power to steal the resources of
opponents.
But in open-ended games, ANY system that allows investment can be abused.
I don't care how careful you are, someone will get onto an upward resource
spiral, inflation will set in, and the game will crash. In g1 it was only
a few small slip-ups that doomed the game, but you ended up with every
single AOO member out there breeding dragons.
Olympia is designed for long-term stability. Thus, I think that anything
that disrupts that stability may have risks that are difficult to foresee.

IM

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