#1548 closed enhancement (wontfix)
Relatively Weak Economy
Reported by: | Martin Owens | Owned by: | |
---|---|---|---|
Priority: | Nice to Have | Milestone: | |
Component: | Core engine | Keywords: | |
Cc: | Patch: |
Description
The game is very well crafted, expertly done with a level of detail and breadth which is surprising.
The war and battle aspects of the game far outweigh the economic aspects of the game though. While battling has many modes, units, levels and buildings. The economy is... coarse and unsophisticated. This is of course because I enjoy good economy management in RTS games; I enjoyed very much the economic detail in Sierra's "Pharaoh" (while it suffered the opposite, a weak war making mechanic) and games like Frog City's "Imperialism II" have uniquely unmatched balance between economic, academic, diplomatic and war making mechanics.
In 0 A.D. :
- Pottery, I hear pots were popular according to the middens.
- Manufacturing from raw materials to refined goods.
- Supply lines or required material or economic burden to having large armies.
- Buildings could well be manned by people much the same way military builds are, but there the people can have activities.
- Peace time objectives
I couldn't find a decent discussion into the economics of the game, so here I ask instead.
Change History (4)
comment:1 by , 12 years ago
comment:2 by , 12 years ago
Resolution: | → wontfix |
---|---|
Status: | new → closed |
comment:3 by , 12 years ago
Milestone: | Backlog |
---|
comment:4 by , 12 years ago
Also for proposals like this, it's probably best to discuss them on the forum: http://www.wildfiregames.com/forum/index.php?showforum=312
It's more likely to be read and discussed there, whereas Trac is more intended for bug reports and planned features.
For the first release of 0 A.D. the only one of those that is likely to get done is to include some peace time objectives (like first to reach x number of stat points etc). For a possible second part things like supply have been discussed, but we want to finish part one before decide anything specific about what comes later. For more convoluted things like manufacturing the likelihood is lesser though as that gets more into the city-building territory and as you say it's hard to create a game that is great in both economy and war aspects. We do intend to include diplomacy, but again, for the first release (as in full release and not just alpha/beta release) it's not too likely to be very complicated. After that is done the features which haven't been included in the first release will be reconsidered though, so it's definitely something to come back to in the future.