Has anyone ever tried to make a functioning region system in nwn for a PW?
My current idea is this:
Regions have Ore and other resources: which NPC's mine/gather: the Ore increases the cities coffers/money.
Money is used to replace Miners, Soldiers, and other aspects of trade.
Eg: If city 1 has 50000 Gold from mining, they can buy Food from City 2 : who has less money, but has lots of farms.
Basically, I would be interested in creating an automated micromanagement system.
Simulating trade between kingdoms.
Eg: Caravans could depart from Kingdom 1 and go to Kingdom 2 and vice versa.
When the caravans arrive, their payload is deposited in the destinations bank etc
Does anyone know if such a thing exists already?
Functional Cities & Economy
Débuté par
Baaleos
, nov. 23 2013 08:09
#1
Posté 23 novembre 2013 - 08:09
#2
Posté 26 novembre 2013 - 06:49
I don't know of such a thing, but I was hoping for a reply. I wanted to do a module based on economics a few years ago, and actually spent a while trying to write out a system for how something like that might work. I eventually scrapped it for the story-lite, hack'n'slash PW one I've been tinkering with, but would luv to see something like that.
The module RTS - Harvest of Souls was the closest thing I played to a module that relied on an economy. It, like it's title implies, is a combination or real-time strategy, where you collect resources with your workers and bring them back to your base, and NWN. Very fun.
The module RTS - Harvest of Souls was the closest thing I played to a module that relied on an economy. It, like it's title implies, is a combination or real-time strategy, where you collect resources with your workers and bring them back to your base, and NWN. Very fun.
#3
Posté 30 novembre 2013 - 03:30
This had some discussion regarding economy with a link to an outside article.
http://social.biowar...9/index/7979196
http://social.biowar...9/index/7979196





Retour en haut







