Blu
Administrator
Posts: 59
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Post by Blu on Feb 19, 2012 0:44:25 GMT -5
:: ECONOMY :: In any society an economy will naturally establish itself. It's incredibly rare for one place to ever have all it needs to be self sufficient, so often regions will trade natural resources with one another. 1. Each herd has 2 natural resources to their land. One is a found resource and the other a grown resource. Each herd may demand one item over the other, but there is always a high demand for one of the resources for each herd. ✗- Typically a herd will not have enough natural resources to provide for itself and the other herds, though sometimes seasons may give such favorable conditions. 2. Every two months, or change of a Helovia season, a die will be rolled to determine the quantity of resource available for trading. Possible outcomes of the die include any range from zero to five. Each herd would be content with an amount of two traded to them every season, but depending on a number value rolled, a herd can decide how it will ration its trades. ✗- A resource may be available, but still needs certain conditions, such as weather or labor to thrive or be collected for trading. ✗- A herd can ensure better chances in the die roll by solving the issues facing their resource collecting through posting. When done the die roll will not produce a zero. 3. After the die roll has been completed, the herd leader will determine the amount and resource being traded to other herds by posting on the updates board. ✗- Herd's can sub-trade, or in other words trade resources that are not their natural ones. Although a trade of the natural resources must be conditioned first and typically sub-trades occur when a herd is trying to get more of a natural resource from the other herd that was provided it. 4. Each herd keeps their traded goods in a bank or store within their lands. Herd leaders can arrange particular rules or customs for this, but typically each member of the herd is allotted a certain amount each time the herds conduct trade. These personal amounts serve as currency among members who can trade amongst themselves for goods or services. ✗- If a herd did not receive their normal or full amount, not all members will be able to receive an item from the herd storage. DRAGON'S THROAT Dragon Shell :: comes in shards. Feeds crafting fires and makes them hot as dragon fire. Cactus Juice :: comes in cactus bulbs. A sweet, appealing fluid that slackens one's thirst and hunger. Can cause addicting effects if used in abundance. WINDTOSSED FOOTHILLS Iron :: comes in ores. Strengthens metal making. Poppy Petals :: comes in petals. A common ingredient in a wide variety of alchemy creations, it's best known for inducing drowsiness and even sleep. Can cause addicting effects if used in abundance. WORLD'S EDGE Lightning Dust :: comes in balls. A dense, yellow dust that comes from fireflies, or lightning bugs. It leaves a glowing residue when the balls of dust are cracked, and can be used to lowly light the night, serve as temporary paint and reduce the ash and smoke of crafting fires. Tree Sap :: comes on leaf bundles. A strong adhesive, commonly used to seal wounds as it also has a strong numbing quality.
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Blu
Administrator
Posts: 59
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Post by Blu on Feb 19, 2012 0:45:43 GMT -5
just the first draft of rules, so any changes are very open right now. This is a very new system, I've never worked with anything like this so more changes may come after we've put it into use for a bit.
Right now what I'm especially interested in is trading ideas for the herds. I like my second options for each, but I'm not sure the first ones are good, or really useful to your average member, just really the herd. I can't think of what else to trade though so derp.
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Narmer
Foothills Stallion
Mason
Posts: 7
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Post by Narmer on Feb 19, 2012 1:06:30 GMT -5
Okay, so as I was saying. crafters, as well as normally talented horses, will have various uses for items like metal and stone...but my idea would be to make them more commonly needed for use. My idea would be to have iron ore instead of ready made steel because it's the hardest metal that will re-inforce armor and be necessary. Like you couldn't use gold or silver because it would break or bend and be too heavy. Iron is a necessity for armor.
Then have quartz instead of marble because it has practical uses, if a horse wanted to have a watch or make their buildings very strong they would need quartz.
and then keep the malachite for glassmaking.
Just a thought.=p
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Narmer
Foothills Stallion
Mason
Posts: 7
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Post by Narmer on Feb 19, 2012 1:08:38 GMT -5
lmao, a horse wanting a watch...-shakes head- ignore that particular comment.haha
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Official
Administrator
Team Account
Posts: 90
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Post by Official on Feb 19, 2012 2:48:02 GMT -5
<33 them ALL.
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Narmer
Foothills Stallion
Mason
Posts: 7
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Post by Narmer on Feb 19, 2012 2:58:22 GMT -5
Really? Well that made my day.haha
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Blu
Administrator
Posts: 59
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Post by Blu on Feb 19, 2012 14:21:14 GMT -5
glad to see the positive reaction to this so far, both here and in the cbox, thanks guys I do like your changes to the metal/stone items I have up there Illu, although I'm still thinking of scrapping those entirely because I still feel that such items are only really useful to a herd as a whole or to its crafter, and not really dire in need since a crafter can still find other materials elsewhere. The biggest issue with them though is your average character wouldn't want or find use of them. I want the herds to have the trading definitely, but really I'm interested in how players can use the traded items for the characters to make personal plots and trades. I'm thinking of changing them to something that's again edible, drinkable, or valuable such as dragon egg shells or something. Maybe one herd has a massive wild nest near by and dragon shell fragments cause blah blah effect.
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Kuhn
Unclaimed Mare
played by Tay
Posts: 0
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Post by Kuhn on Feb 20, 2012 8:49:24 GMT -5
Haha I want Kuhn addicted to poppy petals xD
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Post by Prometheus on Feb 20, 2012 11:39:52 GMT -5
Well I wouldn't rule out the materials, because while yes, your average horse doesn't have a use for a hunk of metal, they can make use of a weapon or thing made of a hunk of metal, made by the herd's crafter. Maybe it takes x amount of material to make a certain thing, and then various herd members are granted these more useful things? For example it takes two steel ores to make a breastplate type thing, and say the herd wants one for every warrior type person, they'd save up and get two steels per warrior, and then that warrior would take it to the crafter.
Also I like the idea of dragon egg shells- maybe they could be used in forging, and have fire resistant or damage properties that relate to the dragons?
Also what about the idea of maybe fire fuel as something to trade, or things that make the fire burn stronger for crafters?
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Blu
Administrator
Posts: 59
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Post by Blu on Feb 23, 2012 0:09:24 GMT -5
hmm, valid points Alex! I could easily make up a loose chart/list of the ores required for crafters to make personal items of various sizes.
I think we'll keep the iron/steel then, but I don't think too many people would wear glass or stone made things, so I think I'll replace one with the dragon egg shells -- like you have to collect not only the raw material for a crafter, but things to help make the craft. Although fire isn't really necessary for crafters -scratches chin-
I'll sleep on this and see what I can come up with.
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Blu
Administrator
Posts: 59
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Post by Blu on Feb 28, 2012 22:50:01 GMT -5
Edited some of the ideas a bit! On that first post.
As far as a loose guide for raw materials needed to make personalized crafting, here's what I got. I figure I'll add this in at the bottom or something. We might also want to do something similar for an alchemy type guide, again just very basic because that can get complicated fast.
PERSONAL CRAFTING NEEDS A character holding a crafter-type rank in a herd can create personal items for other characters, should they so desire. It's up to those characters to provide the raw materials necessary for this. Depending on the size and complexity of the crafted item, more materials will need to be gathered.
Below is a loose guide for the amount of materials needed depending on general size of the crafted item. This is not all inclusive.
Tiny simple jewelry
1 iron
Small shoes, dagger-like weapons
2 iron 1 dragon shell
Medium complex jewelry, partial armor, sword-like weapons
4 iron 2 dragon shell 1 lightning dust
Large full armor, axe-like weapons, lances
6 iron 4 dragon shell 2 lightning dust
Huge horse-sized or weight, machines
9 iron 6 dragon shell 4 lightning dust
ALCHEMY NEEDS A character holding a healer-type or seer-type rank in a herd can create personal alchemy items such as poultices and brews for other characters, should they so desire. It's up to those characters to provide the raw materials necessary for this. Depending on the size and complexity of the alchemy item, more materials will need to be gathered.
Below is a loose guide for the amount of materials needed depending on general size of the alchemy item. This is not all inclusive.
I DUNNO
alchemy is a bit different because theres so many types of plants you could use, not just the ones being traded. I'm also not sure how to classify them... size isn't as much an option here, maybe duration of effect? Or strength of effect? We could also organize them by type of effect, so healing, or disease giving or... well thats mostly it.
Weak effects last 1 minute or less
1 plant part 1 juice part
Slight effects last 10 minutes
1 plant part 1 plant part 1 juice part
Normal effects last 1 hour
2 plant parts 1 plant part 2 juice parts
Strong effects last 12 hours
4 plant parts 2 plant parts 1 plant part 3 juice parts 1 juice part
Heavy effects last 24 hours
4 plant parts 4 plant parts 4 plant parts 4 juice parts 2 juice parts
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Blu
Administrator
Posts: 59
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Post by Blu on Feb 29, 2012 1:57:19 GMT -5
on a related topic, crafters can build something for the herd every 2 months, like a bigger thing, but I still think this should vary a bit. I think any new ideas should be proposed to admins, and a time frame for completion could be decided on.
For instance, if you want to build a wall, well that wouldn't happen in 2 months/1 season. You could build /part/ of the wall, but a whole wall maybe admin would say will take 8 seasons or something. Where as wanting to build a greenhouse I could see taking only 1 season.
That also got me thinking about if building for a herd would also mean making something for each it's members, and how that might vary. Say you want to give metal shoes to all the herd members, well that's not too hard so would only take 1 season. But then say you want to armor the herd, that will take a lot more material and time. Consider also the size of a herd, larger herds would require more materials and time as well.
Also just as a crafting idea, sleigh type things that drag behind a horse, so they can tow things around. Or even a wagon. I'm just like envisioning a sheet of metal with a tree branch on either side and a piece of leather to go around their chest to drag it behind as they walk. Because I was trying to figure out just how the herds would realistically, physically trade.
also also, I'd like to keep a list of all the big projects/inventions a herd makes, and keep like skematics or little rough drawings of each idea and design. Like, blueprints that the herd has access to. It might also be cool if the RE every so often dropped new knowledge. Like, the Edge has discovered the wheel, they can now make things that move easier.
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Post by Smoke the Wild Rose on Feb 29, 2012 22:19:43 GMT -5
I am picturing Merakerr commissioning a carry harness from a crafter a some point... XD
o.o She'd make an awesome crafter/assistant.
But I like the idea of sledges and sleighs. ^.^
Also, Blu, if you'd like I can invest some time into building an alchemy-ish reference guide. I spontaneously decided to do a guide on healing herbs, I can probably pull that off too. <.< Because I have too much time on my hands.
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Post by Gossamer the Benevolent on Mar 1, 2012 0:18:40 GMT -5
OH blu, I LOVE the changes. And I agree with all your ideas. I especially enjoy the last post you made about the RE dropping knowledge. =)
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Blu
Administrator
Posts: 59
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Post by Blu on Mar 1, 2012 0:58:33 GMT -5
oh man Merakerr would be an awesome harness gryphon. I was also imagining like pouches/purses that would be slung around the neck/withers, like a mailman horse or something, lol. I would love to have you help with the alchemy guide I've been wanting to make a list of what sort of plants have what properties and how combining them makes this effect, kinda like alchemy on Skyrim -shifty eyes- but it seemed so extensive, so definitely if you've already started things we can put that into use and if you have the spare time would love to see what you come up with :3 Thanks Illu
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