Sunday, February 24, 2013

Economy

Now that the adjustments to ABD are finished, we're ready to move forward and create the game's larger strategic map of Japan. Since we've got a handle on simultaneous movement, the next step is balancing the income without homogenizing the economy.

Each area of the map will contain one element:
  • Capital - generates the bulk of a province's income
  • Iron - needed to create heavy infantry (HI), naginata samurai (NS) and great guard (GG) with horse
  • Horse - needed to create mounted cavalry (MA), heavy cavalry (HC) and great guard (GG) with iron
  • Gold Mine - allows you to convert extra manpower into additional income
  • Land Bridge - not necessarily an economic element, but allows short naval travel
  • Lumber - allows you to make longer naval moves, but the "ship" lasts one turn
  • Port - buy/sell with Europeans (iron, horse, lumber)
  • Luxury Goods - necessary to purchase light gunner (LG) or heavy gunner (HG) with port
Iron, horse, lumber, and luxury goods will generate +1 per economic phase (every 3 months). Storage capacities will be limited, because high-end units should be in short supply. Clans can trade, or purchase resources at premium prices using ports. 

These resources won't be balanced throughout the map; western clans will have greater port access, central clans will have more horse, eastern clans will have more lumber.

What else needs to be included? 

2 comments:

  1. Perhaps some resource that would relate to gunpowder - like Saltpeter?

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  2. I was thinking that a generic "luxury resource," like silk or spice, would be used for gunpowder troops--you'd spend 1 luxury and pay the regular training cost of the light gunner or heavy gunner unit.

    Similarly, you'd have to spend 1 iron and 1 horse plus the cost of a Great Guard (super heavy cavalry) to train one unit. Those units are available in the main ABD game, but I want to make them rarer so we don't have massive stacks of unbeatable troops.

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