The idea behind the Resource type
when I devised it was to replace the ‘everything is gold’ aspect of ACKS. The
idea I came up with, since I’m too clever for my own good, was that Resource
could accomplish certain things.
Be able to be used for certain set costs.
Be more versatile then gold or
subsistence. Easier to convert.
Be an inferior commodity to gold and
subsistence to make up for its adaptability.
This, notably, has immediate
issues.
Which costs, and will this
complicate our spreadsheet?
More versatile how? It’d be silly
to prevent gold for food or food for gold exchanges.
The inferior commodity status means
we have to have more of it, otherwise why produce any.
Firstly, I determined the set costs
it would be used to defer would be of the ‘establish’ type. Hiring and
equipping a soldier, training a soldier, building a stronghold, building
improvements, etc.
Secondly, I decided that resource
isn’t consumed by upkeep (like gold) and has no spoilage (unlike subsistence). Resource
represents everything from granite blocks to fine silks, so that should work
well as an abstraction.
Tied in with that, the idea that
the initial cost of establishing a stronghold component or military unit would
be cheaper if
you used resource instead of gold.
I decided that a resource asset
counts for 10gp when producing a stronghold part. So say a 10,000gp
stronghold component would instead cost only 1000 resource since you don’t need
to pay to get the raw materials. You’d still need to pay time based
upkeep fees for the process of building of the component, but not the component
yourself.
Similarly, once I get to specific
combat units, the resource value that you can get will increase with higher troop
types. So say, a peasant is almost all money, but you can defer a lot of cost
for say a knight, with resource. Resource representing that you have his horse,
metal for his armor, a fine sword, and other fun stuff already on hand.
As for making it valuable as a
resource despite the fact you otherwise can’t spend it, or eat it, we need to
figure out some conversion rates.
Here we get a little complicated.
See. 1 gold isn’t 1 gold bar, or one ‘gold asset.’ It’s a gold piece. The same
that an adventurer gets rifling through an orcs pockets for change. 1
subsistence on the other hand is enough food for a family of five for a month.
Let’s assume therefore, using the old mindset that 1 gold piece is enough for a
laborer to feed himself on a week, that therefore 20 gold pieces is what’s
needed for a five person family (1gp x 5 family members x 4 weeks). Ah, but the
subsistence value represents the kingdom’s production so, we need a premium. Let’s
make it simple, and up the cost by 50%. So, 30 gold gets you one subsistence.
Similarly, subsistence being
converted into gold is tricky. Tricky because the stuff rots and tricky
because you want to eat it. Conversion processes both way on gold and food
should be a pain in the butt though, so let’s either assume we’re attempting to
make money off of our monthly surplus or that we’re literally stealing food
from our people’s mouths for it. This means the stuff would be somewhat
devalued, so..lets turn things in reverse. I’m going to SWAG that as 1 subsistence
gets you 20gp.
We’ve got gold for food taken care
of, now we need to move on to wood for sheep. Resource defers gold costs as
stated above, 1 resource counting as 10gp when being used for very narrow
purposes. However, resource has limited uses and resource has to be better at
conversion then gold or food. It’d also be ridiculous to have resource around
at all if buying it was more than 10gp for 1. So let’s assume you can purchase
1 resource for 8gp, a 20% cut in price. Resource’s perk is supposed to be easy
conversion, so let’s assume it also sells for 8gp.
Now it gets tricky. Resource into
food. We decided that 30gp buys us 1 subsistence. We then decided that 8gp buys
us 1 resource. So, SWAG’ing it again.. 3 Resource could buy us 1 subsistence.
This is cheaper than spending gold (24gp worth of resource, to get us a net of
30gp worth of subsistence). We’d also argue that the conversion back is exactly
the same (a perk of resource), so 1 subsistence being sold is worth 3 resource.
So to summarize.
1 subsistence can be bought for
30gp or 3 Resource.
1 subsistence can be sold for 20gp
or 3 Resource.
1 resource can be bought and sold for
8gp.
3 resource can be bought and sold
for 1 subsistence.
I might fiddle with those numbers,
but it seems pretty solid for the time being.
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