A few Suggestions for Play
Apr 10, 2013 3:46:09 GMT
Post by Deleted on Apr 10, 2013 3:46:09 GMT
So, I get really into things...and I was hoping to offer some suggestions which may suck or be ok or be awesome, so here it goes because I'm insanely bored and looking forward to this community!
Lurking around the forum, it seems like the Battle/War side has been well thought out, but I was wondering if there were any other plans to upgrade other aspects of the Westeros life. So, I compiled a few suggestions, as an outsider and hopefully new player, about a few things I'd like to see/hope to be able to do and be a part of if it were deemed worthy by the populous.
Going to make a few posts by concept, I think. So I'll start here.
Economy
Right now the economy is really straight forward, and it's pretty capped. You can have a port, a mine, then castles, and whatever you take over. There doesn't seem to be much skill economically to growing your funds. It all goes back to war. But what about the Free City Spice Lords?
Was thinking if possible, the economy aspect of the game could be vamped up in a few ways.
Units for purchase:
What if you could purchase merchant type units/buildings
Units:
Buildings:
Maybe each region can actually produce certain types of goods you need to trade with other people in order to produce buildings and units instead of just being able to collect dragons and buy things every week.
Example, the north has woods, so they can produce lumber to trade with the south for wins and foods and such. Maybe there are requirements to being able to sustain large armies like food stores? Iron for weapon depreciation. Wood for ships. etc. I know it's a complicated idea, but just hoping to spark something from everyone else. I think adding another strategic element to play can definitely make the role play and relationships more interesting.
Also, all the buildings above should be conquerable. You take a region, you can assign the buildings how you like to whomever you like and they would receive the incomes.
Trade Routes:
Trade route is a route between one port and another. Two player run ports can agree openly to be in trade with each other. Each player must have an active Merchant Brig on the trade route. The trade route, in addition to Merchant Brig Incomes, generates an additional 2,000 Dragons per week for the port.
Restrictions on Trade Routes:
Players who are "At War" may not trade with one another
Trade Routes whose ports are "blockaded" may not collect incomes until the port is freed from blockade
Merchant Galleys may be attacked by player controlled naval forces, in the event they are, it is considered an act of war against that house
Anyway, these are just ideas. Feel free to ignore, shred, or make better! Hope someone likes something.
Lurking around the forum, it seems like the Battle/War side has been well thought out, but I was wondering if there were any other plans to upgrade other aspects of the Westeros life. So, I compiled a few suggestions, as an outsider and hopefully new player, about a few things I'd like to see/hope to be able to do and be a part of if it were deemed worthy by the populous.
Going to make a few posts by concept, I think. So I'll start here.
Economy
Right now the economy is really straight forward, and it's pretty capped. You can have a port, a mine, then castles, and whatever you take over. There doesn't seem to be much skill economically to growing your funds. It all goes back to war. But what about the Free City Spice Lords?
Was thinking if possible, the economy aspect of the game could be vamped up in a few ways.
Units for purchase:
What if you could purchase merchant type units/buildings
Units:
- Merchant Crew (9 Sailors, 1 Captain): 250 Dragons/week, must be paid even if not active.
- Merchant Brig: 1,000 Dragons
- Must be manned by a merchant crew, must be on a "Trade Route."
- Every pay period provides 1,500 Dragons
- Vendors (3 Vendors): 100 dragons/week even if inactive
Buildings:
- Marketplace: 5,000 Dragons
- Must employee at least 3 vendors
- Provides 750 Dragons per week per Vendor Employed
- Bank: 1,000 Dragons
- Allows you to loan or take loans from other players at a set interest rate.
- Store Dragons in bank. Can only receive Dragons by withdrawing from the bank (ie: must travel to the bank and risk losing your Dragons traveling wherever you go)
- Farms, Fishing Boats -- Same as mines
- Shoppes( Tailors, Ironmongers, Apothecaries, etc.): 3,000 Dragons
- Rent/Tax: 0-100% of Incomes as determined by the land owner
- May only be built if a Marketplace exists
- Must be run by a PC character
(give some kind of benefit to owning a shoppe. either can sell certain goods or maybe get an income based on a determined population or activity in that location? So, opening a shoppe in Kingslanding is desirable with the amount of traffic, but also would have the most competition. Income split between competition through some formula.
Maybe each region can actually produce certain types of goods you need to trade with other people in order to produce buildings and units instead of just being able to collect dragons and buy things every week.
Example, the north has woods, so they can produce lumber to trade with the south for wins and foods and such. Maybe there are requirements to being able to sustain large armies like food stores? Iron for weapon depreciation. Wood for ships. etc. I know it's a complicated idea, but just hoping to spark something from everyone else. I think adding another strategic element to play can definitely make the role play and relationships more interesting.
Also, all the buildings above should be conquerable. You take a region, you can assign the buildings how you like to whomever you like and they would receive the incomes.
Trade Routes:
Trade route is a route between one port and another. Two player run ports can agree openly to be in trade with each other. Each player must have an active Merchant Brig on the trade route. The trade route, in addition to Merchant Brig Incomes, generates an additional 2,000 Dragons per week for the port.
Restrictions on Trade Routes:
Players who are "At War" may not trade with one another
Trade Routes whose ports are "blockaded" may not collect incomes until the port is freed from blockade
Merchant Galleys may be attacked by player controlled naval forces, in the event they are, it is considered an act of war against that house
Anyway, these are just ideas. Feel free to ignore, shred, or make better! Hope someone likes something.