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Elaborate Economy System

Taloon's chapter is the best. It was very innovative for it's time. Considering it was the fourth Dragon Warrior game, and it's rival Square had put out three Final Fantasies already, and other similar games existed (Destiny of an Emperor for example), meant there was already a dozen similar titles made for NES. To be original and innovative to the genre was difficult...ironically originality was found in going the more mundane route. Selling chain sickles and clubs to an infinite stream of customers doesn't sound as fun as wondering around killing monsters but since the latter had been done so many times, the mundaneness of being a weapons dealer became something new to the player and thusly earned itself originality points.

Originality in the mundane...

Elaborate Economy System

I like in New Horizons that it used the real world map and had all the real port cities (circa 1700). Coupled with the fact that all the discoveries you made were historically accurate it made the game god forbid...EDUCATIONAL and FUN.

I think to make a more RPG themed version would mean involving some fighting and story. A good way to do that and stay with the educational theme would to make the fighting/story parts based on real wars from the period. Like say in 1668 you could go to Haiti and fight in the slave revolts with Toussaint L'Ouverture, and in 1775 you could go to America and take part in the American Revolution, and then in 1789 you could go to France and be part of the French Revolution...etc. Since so much data is around on those wars it would be easy to write story archs and dialogue for them.

Elaborate Economy System

I played Taipan, it's a really simple but fun text-based trading game. I think the price fluctuations in the ports are completely at random though.

Elaborate Economy System

I just downloaded Taipan and am gonna play it now...

One thing that I think would translate well to a RPG style game would be a more citizen production approach like in Sid Meier's Colonization. You make your colonists lumberjacks or miners or soldiers or cigar makers etc. That way you can give the production multipliers some character depth too. I was thinking something along the lines of a town where you assign your villagers jobs and that would be how the economy multipliers would be based on. The people you find to hire around the game's world to live in your town would have set variable skill set values as well...like say you see a recruitable character in a neighbouring town and you select a hypothetical option of "see skills" and you'd get a variable display text box of say: Mining: 10, Farming 6, Fighting 3, Banking 4, etc...so all the recruitable characters in the game would have different effects on your town's production depending on which roles you assign them too (ie if you assign this example character to mining he'd yield a 10x multiplyer on ore production yet if you'd assign this character to farming he'd only give you a 6x bonus to food production).

All kinds of other fun equations would have to written in like Food Production - Population(x2) = Food gained per turn...and all kinds of other fun math stuff. If anyone loves math out there I think this game could be a very fun and creative idea.

Elaborate Economy System

Is there any games out there which feature an elaborately designed economy for their game's world? I'm talking about how things work in say games like Civilization where you build farms, markets, and they all have multiplying effects on your total output.

I.e. a formula like (number of markets x 1.5) x (map bonuses) - (expenditures) = money gained that turn.

I was thinking of doing a small game which features heavily on village building and trading with surrounding villages and less emphasis on fighting monsters and stuff. Markets would rise and fall when goods were over or under trade too like the system they had in Uncharted Waters: New Horizons on SNES.

A village building game with a high emphasis on goods trade...with a stock market style rising falling markets, supply and demand...etc. Back to original question, has anyone experimented with a system like this in their game's world? I would be interested in seeing such a game.
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