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Supply idea from a newbie
https://shatteredkingdoms.org/forums/viewtopic.php?f=22&t=21194
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Author:  Ruxic [ Wed Apr 27, 2011 7:27 am ]
Post subject:  Supply idea from a newbie

This is my supply idea that was going to go in my other thread but made it way too long an off topic. Keep in mind that I am a newblet, not sure how the Supply-Demand systems works just bouncing concepts around based on my posted griefs.

Idea Summary

[*]Kingdoms/Tribunals control production of certain products (foodstuffs) + variables accountable to weather
[*]# of Professional NPC's related to product controls supply of other products (weaps/armor/jewelry/vials/etc)
[*]NPC's count and general population wealth/profession distribution contributes to demand to add a variable to price increases and decreases.
[*]NPC's contribute to sales tax to offset cost of Tribunal production control.
[*]Warfare campaigns provide rewards and penalties that affect prices across the nation.
[*]'Peasants are revolting flag' to prevent Tribunals from sacrificing NPC/poor player welfare for PC rewards.

Idea Verbatim

Some things to consider if the Supply/Demand system gets updated. If there is already a 'supply factor' I hope this will give some idea on how I think the Supply factor should vary or flux.

A kingdom should have a factor for X product are produced every month (I believe this is close to a day IRL) and the game should automatically tell you X% of this product are consumed every month, make sure to include the average NPC population and distribute their product buying power based on how many wealthy and poor NPCs you have, in order to take some product control power out of the player's hands. Set % values that set a cap for the price of goods/services. At 89 and 90-100% there should never be a cap so that the price doesn't ever stop going up till the demand flatlines the price at 89%. (These values are of course arbitrary, whatever actually works with the system.)

Things like glass vials, armor, weapons, scrolls, jewelry etc would provide supply based on how many NPC's filled related professions.

This is a very basic outline for a supply factor that should reduce certain common foodstuffs to proper RP values and raise rarer foodstuffs (like Hart and Rose Inn which often has NPC's in it) in the same manner.

I also think this could be an effective means of helping Tribunal RP, thoughts from this newb include certain things like, NPC's contributing to the Tribunal Coffers, Tribunals being responsible for increasing farming in their kingdom (a money dump for say 80-90 percent of the NPC taxes so their money is still mostly player originated), a 'peasants are revolting' flag that shows when prices are so high (like 2 silver for Onions) from the supply not reaching the demand so Gods/Mods know that tribunals are not fulfilling their duties. Supply rewards from successful war campaigns that decrease prices on all products across the country and Expense penalties for unsucessful campaigns that increase the price of all products across the country.

Edit- To include Idea Summary and a link to the other thread

Author:  Adroan [ Wed Apr 27, 2011 9:14 am ]
Post subject:  Re: Supply idea from a newbie

If only we had the IMMS to code such an idea.

Author:  Ruxic [ Wed Apr 27, 2011 9:49 am ]
Post subject:  Re: Supply idea from a newbie

I would imagine that benefit/cost analysis of this idea versus other projects and IMM time would put this idea pretty low to begin with, but I'm not above putting it out there.

Author:  grep [ Wed Apr 27, 2011 10:00 am ]
Post subject:  Re: Supply idea from a newbie

Really good ideas should just be e-mailed to dulrik, dulrik@yahoo.com, not placed here for the crows.

Author:  Ruxic [ Wed Apr 27, 2011 10:02 am ]
Post subject:  Re: Supply idea from a newbie

Thanks for the info.

If it's a 'really good idea' I'll take my time to find that out. As a newb I still don't know how the system actually works and am enjoying the feedback.

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