YeOldeDM / fief

Grand Feudal Strategy with a simple game play approach
MIT License
2 stars 0 forks source link

Big List of Resources #7

Open YeOldeDM opened 8 years ago

YeOldeDM commented 8 years ago

Drop here the unorganized, messy mock-up of the Resource list. This list should be minimal. A goal number of resource types for each tier should follow:

There are two staple resources which will be the most common in Towns. These are the two resources needed to upgrade a level 0 Town:

FOOD Tier 0: Feeds the population and allows its number to prosper. Future versions may have varieties of Food resources, but for now any sort of food source is considered "FOOD"
LABOR Tier 0: Some Towns don't produce any particular material resource in abundance. What they can provide, however, is the service of working men to provide labor to help other Towns grow and prosper.

YeOldeDM commented 8 years ago

FAITH Tier0 (or 1?) The belief in a higher power runs strong in this Town. The faithful help bring their communities together, and reinforce their loyalties to their earthly rulers.
QUARRIES Tier0 This Town lies near quarries of quality stone. The townspeople here are expert at harvesting and preparing this material.
FORESTRY Tier0 This Town lies near fertile woodland. Not only do the townspeople harvest and process this timber, but they also know how to manage and maintain their natural resources.
MINES Tier0 This Town lies near lands rich with valuable ores. The townspeople here have built deep mine systems to extract this ore from the earth and process it for general use.

YeOldeDM commented 8 years ago

The above Resources should work as the basic set of Tier0 resources.
So, each Tier0 Resource should provide a "buff" to one quality of the Town which has it as an available resource. These buffs can be stacked, with a cap of 3 or 4 per type. See #5

YeOldeDM commented 8 years ago

Tier 1 Resources

Manufacture Resource

Population buff Resource

Wealth buff Resource

Influence buff Resource