Gaming
 

Resources

From Neverend

Resources follow a model based on Ultima and single player games, where a working economy is supposed to exist. Farmers stockpile crops and turn them into processed goods that are sold at bakeries and vendors. Butchers hoard fresh carcasses and sell meat to be used as food. Miners mine for oar, lumberjacks cut wood, cloth makers use thread and yarn. Players are expected to have hundreds of supplies in inventory and in store stock, while players with small inventory contribute a minimal amount to the economy such as picking a few plants or fruit, mining as a hobby, or buying items. Players with more influence will try to stockpile more, forming companies and hiring NPCs. The system for handling large amounts of resources must be scaleable to allow for enormous growth, and a sufficient number of costs need to exist to prevent infinite wealth. Upkeep, maintenance, hiring, security, repairs, natural disasters, vermin, rot, and other factors contribute to reduce resources. Space is also a consideration as larger piles take larger volume and weight, requiring more storage units or transportation vehicles.

Currency is counted as a resource, though customizable with the chance to become obsolete. Currency is based on city laws, with a city using its own currency that can be exchanged at a money counter. Custom currency has a seal, motto, composition, and weight determined by the city. Money can only be minted at a city mint. A destroyed city allows currency to exist with custom data but no chance to create new currency, giving them a limited quantity as collectibles. Primitive towns and monsters use common items as currency, including shells, obsidian, rocks, stones, jade, acorns, flint, and other items.

Currency can be destroyed, burned, melted, used as a crafting ingredient (alchemy, metallurgy), given to NPCs, given as a sacrifice or ritual, or destroyed with magic.