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Upgradables - An Industry of item usage / resource economy

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  • Root Admin

I posted a lot about upgradeables in the past but due to some health issues I never got around to actually finishing them in MagicDuel. I am still sad about that.

However to help give Seigheart some ideas of an "industry" he could build with his new role he is working towards, I'm going to write out some of the key concepts of them.

What are Upgradeables

Upgradeables were a concept in MagicDuel to allow buildings to be upgraded over time with regular resource input.

If you added enough resources you could "upgrade" them, if you didn't pay the upkeep they would degrade and lose features.

The idea was that you could gain/lose features within your land if you maintained them, or didn't as the case may be

Why this was matters for the economy

MagicDuel doesn't have a good economy as there is too many resources (something I am working to fix with something secret 😉). What I didn't want is something that could easily be completed by Ledah who has hoarded 500000 mineral ore.

New resources - Riverbed Clay, Hardwood Lumber, GG Stone (not implemented possibly)

To stop "the Ledah Problem" I created three new sets of resources, unable to be gathered until the appropriate tools were ready, that would each appear in a different land.

Each land would need a different amount of resources to build their own buildings, but the idea was that they would mainly use the resource available in their land. This would encourage trading or working in other lands to get the resources you need.

Combined with tools that were initially only intended to be shared, and only accessible by their land citizens, it would make it somewhat interesting

Resources were the tool, not the purpose

The key reason why this worked compared to past "industry/crafting" initiatives was because the focus was building something cool/interesting for MD that people would have a reason to gather. Currently gathering serves little to no purpose.

Next steps

I want to continue this project in the future, the next steps are as follows:

  • Properly make 3 unique resources in the game

  • Finish off the upgradables so that we can have unique structures growing with time

  • Ensure that these "degrade with time"

  • Add some unique reasons why people want structures (land bonuses, heat reduction, beneficial spells, skill training, etc)

The AI era does enable a lot of this, now we just need to do it.

Ah so they would function similarly to the land treasuries with their upgradeable layout? Nice, very nice. It's giving Log Horizon and purchasing the Guild Hall.

Alright, I'm game. The mining division of Golemus will be happy to provide all with what the Mountain may offer.

  • Author
  • Root Admin
7 minutes ago, Fang Archbane said:

Ah so they would function similarly to the land treasuries with their upgradeable layout? Nice, very nice. It's giving Log Horizon and purchasing the Guild Hall.

Alright, I'm game. The mining division of Golemus will be happy to provide all with what the Mountain may offer.

Yeah the idea was that people could actively change their land by building different areas, or ignoring them.

That and bringing an actual economy in would help a lot

  • Root Admin

@Chewett if you can provide a clear info doc about what this feature should do, how it integrates with the rest of the realm, interfsce expectations, etc, i would be able to help implementing it, including artworks and all needed.

you know how it works, build the prompt, but build it for me to understand first, as i will not copy paste it to AI, i need to understand how all this is supposed to work before implementing anything

thanks

  • Author
  • Root Admin
13 minutes ago, Muratus del Mur said:

@Chewett if you can provide a clear info doc about what this feature should do, how it integrates with the rest of the realm, interfsce expectations, etc, i would be able to help implementing it, including artworks and all needed.

you know how it works, build the prompt, but build it for me to understand first, as i will not copy paste it to AI, i need to understand how all this is supposed to work before implementing anything

thanks

The main purpose of this post was to help Seigheart have a think about how he could build an economy, rather than lots of random resources people can't use. But I shall see if I can prepare a guide that you could use.

2 hours ago, Chewett said:

The main purpose of this post was to help Seigheart have a think about how he could build an economy, rather than lots of random resources people can't use. But I shall see if I can prepare a guide that you could use.

If you actually read the whole post, youd see that the idea was to get raw resources processed further to closer resemble the items they wanted using the workshop. But okay.

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