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?
Perhaps some resource that would relate to gunpowder - like Saltpeter?
ReplyDeleteI 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.
ReplyDeleteSimilarly, 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.