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Ein Übersetzungsproblem melden
But it does sounds good!
INCOMING TEXT. I REPEAT, LOTS OF STUFF.
For starters, new resources/goods and professions would have to be created to greater expand mercantile prospects. The resources/goods would revolve around a new tree of increasingly refined products, with availablity based on certain map states, like more mineral resources (gold, silver, copper) in mountainous maps, more vegetable, crop-based resources in pastoral maps (flax, incense herbs, spices), and more sea-based resources in new "coastal" maps (pearls, expanded fish variety, and just more trade functions in general). The resources and the goods they can be refined into are as follows:
Gold, copper, and silver could all be found on the surface, albeit in very short supply. Once the surface supply is depleted, potential mining sites across the map must be prospected for a chance of discovering a deposit. The metals are worth far less if not smelted, but they can still be used as effective trading goods. Once smelted, they can be crafted into simple/fine jewelry if the town has a willing blacksmith/jeweler. With proper infrastructure, the metals can be refined into coin via a mine, which would greatly streamline a town's internal economy. More on that later. Precious gems are also present, albeit extremely rarely, only in incredibly short supply, and only available via specialize mines. No surface deposits of these. They could be used as an extremely valuable trade resource, or could be cut and used in even more valuable "priceless" jewelry.
Flax, Incense (and eventually perfume), and basic spices (salt [okay, salt technically isn't a spice, but bear with me], nutmeg, cinnamon, etc.) can be farmed, specially cultivated, and gathered, respectively, much like your standard food sources. However, instead of providing sustenance, they instead satisfy a material need/work as a trade good. Flax is refined into linen at a mill and can be traded as-is or further refined into cloths/clothes at a tailor. The clothes are either sought out by citizens or serve as still more valuable trading goods. If used by citizens, they would allow for greater efficiency/happiness during summer. Cloth can also be used to make paper, which can be bound into books, increasing education levels/happiness. Incense can eventually be purchased from a trader, and then could be produced in very small amounts for internal or external trade. Perfumes can be produced by combining a variety of herbs in a painstaking process. They're more valuable, but also much more difficult to produce, requiring special perfumeries. Unlike incense, they can be produced with local resources. Spices can be mined (in the case of salt) or gathered, and can either be traded, used as a preservative (again, in the case of salt), or can be used in food production to create more valuable, satisfying food. The latter two are achieved by assigning workers to storage barns, or is done automatically via vendor.
Pearls, expanded fish resources, and more trade options all come from various sea-based buildings. Pearls can be harvested from oyster resources (via specifically tasked fishermen). They harvest very slowly and have an exhaustible supply. They can be used in jewelry (see above) or traded. The expanded fish resources are available via larger, more expensive fishing docks. They allow for greater food variety, a richer food supply, and the deep-sea fish are more valuable. Large trading ports can be built on coasts, and would attract more traders and a greater variety of goods. They also bring in more immigrants (typically poor, more on that later) and diseases.
Craft goods can also be produced from standard resources, like wood and iron. They have moderate value, and will form the bulk of middle-class goods (see below). They can be produced by craftsmen/blacksmiths depending on the resources used.
With the inclusion all of these non-essential resources, a secondary economy system would have to be implemented amongst the villagers, wherein refined goods would have to be bartered for or purchased with the aforementioned coins. A citizen's wealth would be determined by their profession, education, etc., and the amount of resources they can afford would be determined by their "wealth level." This wealth level would not develop for at least three generations (however many seasons), and not without a sustainable population of at least, say, 100, so as to justifiy personal ownership of certain venues/businesses, and thus, disparities in wealth. These disparities would arise slowly, and much of the town would remain predominately middle class until new, poorer familes arrive while older families become increasingly successful.
Professions would expand/emerge to reflect employment statuses (owner, worker, artisan, etc.) and experience (novice, experience, expert), and would also become more permanent among more advanced, high-income professions (laborers and builders can be converted from the middle and lower income professions at will, however). Profession availabilty would be based around lineage/education, both of which would be expanded as well to reflect futher ranks, with tracked family trees. Education would be expanded to apprenticeships and trade schools, allowing for more career options and higher starting experience levels, while families would have access to family careers, wherein they gain experience faster. But, back to wealth levels:
-"Very Low Income" would allow the households to afford basic goods (staple crops/gathered goods, firewood, leather clothing, cheap alcohol, small wood houses). Professions would include the novice ranks of miner, stonecutter, builder, laborer, gatherer, woodcutter, fisherman, tenant farmer, tenant herdsman, and barmaid/tavern boy, servant.
-"Low Income" would afford them all of that, and a little more/slight improvements (herbs, occasional acces to decent alcohol, nicer foodstuffs like beef and lamb, fruits, iron tools, small wood houses). Professions would include the experienced ranks of "very low income" professions, as well as novice ranks of craftsman, tailor, forester, sustenance rancher/farmer, blacksmith, vendor, teacher, bartender, parishoner, hunter and herbgatherer.
- "Fair Income (Lower Middle Class)" would afford them still more (more food options, occasional acces to nicer alcohol, a mixture of steel and iron tools, occasional access to better clothing, small stone houses/large wood houses, some basic craft goods, occasional physician access). Professions would include expert levels of the "very low income" jobs, experienced versions of the "low income jobs," and novice ranks of doctor, trader, landlord, bureaucrat, commercial farmer/rancher, scribe [bookmaker/seller], deputy, mint manager, mine manager, and tavern owner.
- "Moderate Income (Middle Class)" continues the trend of more and better stuff (food variety/quality, regular access to nice alcohol [standard wines and liquors], standard craft goods, steel tools, basic jewerly, regular physician access, medium stone houses). Professions would include expert tailor, blacksmith, vendor, teacher, and cleric professions, experienced "fair income professions," novice levels of jeweler, perfumist, mine, and constable.
- "Comfortable Income" (Upper Middle Class) continues the trend (maximum food variety/quality, basic incenses and perfumes, occasional access to fine jewelry, occasional access to fine alcohol, large stone houses, frequent physician access, a few servants). Professions would include expert levels of the "fair income" jobs, experienced levels of the "moderate income" jobs, and novice ranks of banker, gentry, judge, sheriff, mint owner, and mine owner.
- "High Income" is just a further increase of the trend, along with increasing profession levels (moderate/comfortable professions).
- "Excessive Income" is the second verse, same as the first. Very hard to attain.
The general trend among professions is this: more advanced professions allow for more automatic management of citizens. They should become more prevalent as town grow larger and more specialized, allowing the player to focus on further refining the system and focusing on large-scale concerns. For instance, the management professions help to insure that productivity is maintained and that workers do not starve. The same goes for ownership positions, which ensure that non-land-owning families are properly formed and have adequately distributed resources. It's all a way of streamlinging production, while also allowing for greater wealth accumulation.
I'm going to stop this here, though, before I move onto crime. You may've noticed some justice-based professions. I'll be getting to those later. But, for now, good night. Jesus, this is a lot. Sorry.
My mistake, you got me on the wrong foot with "factorys" but indeed, a nice choice and it would bring more depth to the game. Could be hard to manage though....
Bandits/criminals outside/inside town like Tannersan suggested with rangers/town watch.
Personally I would like more wildlife/pets - dogs, cats, rabbits, squirrels, foxes, wolves, a few bears, could luke do a few flying birds like ducks, geeese, swans, maybe falcons/eagles, etc.
I would put more interaction with animals if possible, I'm not a speed 10 megacity person.
@daddynomates - Guns ? in a Medival Game... are you Drunk? why not ICBMs?
The currency mechanic can be scrapped, then, if it really is a sticking point.