I’m currently working on the new trade system for No Rest for the Wicked, and it’s… interesting. We’ve already worked out what we want it to do, so I’m working on achieving those goals. One of the key things that’s coming up for me at the moment is trade goods.
We want 40-50 types of trade good that people can run around the sector trading between sub-sectors and places that need them. I currently have a list of 45 types of trade goodbegged, borrowed, and outright stolen from other places including our old trade system which can be further diversified by applying the “archeotech” or “xenos” keywords without requiring the need for a separate trade good to be created. Sounds good, right?
The problem I’m running into is the problem we’ve run into ever since we started talking about our trade system at all – where do you stop abstracting? Currently my trade good list has “natural textiles”, “synthetic textiles”, and “leather” all of which could be considered under the heading of “textiles”. Do we need three different types of textiles? Does it add to the game by having them? These are the sorts of questions I have to ask myself, and they’re not all easy ones.
Once I’ve got my list down, I then need to consider costs for each, and then how much costs alter between the various sub-sectors. That part is probably the easy part – getting the right balance of abstraction is the hard part. This could be interesting.
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