lfricken / tbswiki

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Deep Economics #5

Open lfricken opened 3 months ago

lfricken commented 3 months ago

Goal: get players to trade and interact more. make the economic system as complex as the combat system

Avoid commodification of mechanics and numbers Consider f China and USA were at war: How many lbs of rice is 1 Nvidia AI chip worth in 2025?

Dollars will not help you, because

Possibilities: Comparative Advantage - If each player could do something special (but different) with resources, like converting them into something else, they would take on different values and be worth trading. Or if any given player got to harvest MORE resources from certain areas, players would want to trade territory. If a certain player got a big diplo/military boost from certain resources, they could be boosted/starved by other players.

lfricken commented 3 months ago

Conversion Buildings You build buildings on the map which give you once per turn abilities in the economics screen. Resources come in as Resources that have to be converted to Goods which are actually used. Different players can get different buildings which are good at different things.

Raw to goods conversion is all manual on an eco screen. You manually click on conversions which are boosted/unlocked by buildings you build on the map

Economic System - consider anno mechanics? take min of (energy, manufacturing, materials) OR: each converter cannot be adjacent to another building each source of raw materials is 3 each converter uses 5

Resources Hydrogen Metal Carbon

You can disable buildings Goods buildings. Buildings are highlighted if you need to disable one of them

Goods (each produce 3, or 5 if Efficient) Reactor consumes 5 hydrogen to create Energy - consumed by Citadels and Production buildings, abilities, if you do not have enough energy on a turn to fuel ALL your buildings, none work Manufactory consumes 5 metal to create Composites - Construction Fabricator consumes 5 carbon to create Exotics - Construction, abilities