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Original post by RobAU78
Greetings, everyone.
There are some neat ideas being played out here. I'd like to offer some of my own thoughts on the matter, although I approach this issue from a space-strategy game POV. So, instead of individual cities, space-strategy games generally abstract to the level of individual *planets*. :P
First off, should one's money store be the only thing that matters in construction? I think that the production capacity of the planet (or city, etc.) should also come into play. In other words, the greater the planet's production capacity, the faster something will be built.
I've always thought that a resource system would be good with a combination of generic resources and rare resources. Meaning that for instance minerals would be the generic building resource needed for all building, and ship constructions, while some constructions would require certain rare resources, such as stealth ships requiring say a quantity of celerite crystals, as well as minerals in order to build the vessel.
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On an even more fundamental note, I wonder if "money" (or resources, etc.) is even necessary in a TBS. The only problem with not having it, from what I see, is that one would then be unable to specialize on an "empire"-wide basis. I think there should definitely be some kind of internal trading going on, but how to do it?
Well you need some sort of resources system otherwise how do you expand and grow? Even if it is as simple as each planet can build 1 ship a turn in that case planets become the primary resource and who ever has the most wins.
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Finally, I wonder if there's a way to implement planetary management aside from the traditional command-and-control economics of strategy games. What I mean here is that the vast majority of strategy games implement economics from a government-does-everything point of view; while that is very feasible from a gaming point of view, it's not very realistic. The idea is that, instead of being the ruler of a species, the player *is* the species. In that sense, government is not a necessary thing to implement in the game. Of course, that also would seem to do empire-wide management -- how can this problem be alleviated?
Isn't representing a species the same as a govenermnet?
What might be interesting change from the traditional direct control systems scene in tbs games is an indirect control scheme. Where private enterprises generate resources and production and the player buys from them. So if you want access to more minerals you don't build a mine you offer a cash incentive in attempt to encourage a mine to be opened, which will then increase the planets available minerals per turn.