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The Economics of Elemental: War of Magic

Discussion in 'TCancer News & Content Comments' started by Jason, Nov 11, 2008.

  1. Jason chasing a bee

    Jason
    Joined:
    Jun 30, 2005
    Messages:
    10,682
    Location:
    baby arm fantasy island
    <strong>[ Article ]</strong>

    <p>In a <a href="http://forums.elementalgame.com/329473" target="_blank">journal post</a> for <strong><a href="http://www.elementalgame.com/index.asp" target="_blank">Elemental: War of Magic</a></strong>, Brad Wardell has gone into more detail on the economics of the upcoming fantasy 4X.</p><blockquote><p>A given land tile may have a metal resource on it. The player builds a mine on it. That mine then produces N units of metal per turn. That metal then flows to the keep's inventory (in the city). When the keep's inventory gets filled, it then starts getting sent out to other cities (little caravans start appearing on the map delivering this stuff). All of this is automated but evidence of a growing civilization. Players can build warehouses to store more inventory of a resource. A player can also build an armory which produces weapons which flow again into the keep's inventory and then into warehouses if built and then out to the country side to other cities. Players can build roads to increase the speed in which these resources make it (and incidentally, these caravans only go out sporadically so the map isn't going to be full of these units running around and they're not true units, they'll be almost like decoration except when attacked). </p></blockquote><p>Wardell also let <a href="http://www.gamasutra.com/php-bin/news_index.php?story=21005" target="_blank">Gamasutra</a> in on some of Stardock's plans for the future.</p><blockquote><p>"We have more games in development," he adds. "We're in the process of building a second games team." And the 2011 offering is already planned, but Wardell isn't naming it.
    </p></blockquote>
     
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  2. Yeesh Magister

    Yeesh
    Joined:
    Nov 10, 2006
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    2,876
    Location:
    your future if you're not careful...
    This post rocks me. I'm no going to lie; a straight up ripoff of MoM would have thrilled me to the core. But an actual rethinking of civilization game elements... that's just like christmas. No, Super Christmas. As a bonus, the sort of system the author describes will be much more accessible to AI players, who never quite seemed to grasp the Civ city production model (this city just builds tanks, this city just builds caravans, this city builds lots of wonders, etc).
     
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