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Resources/Town Management
Posted: Tue Sep 13, 2011 8:18 pm
by Ineedcash12
Over the last 24 hours of finding this game from minecraft community page, I believe I have been on every page atleast twice, but have some unanswered questions about how the game will work.
First: How will the towns work, that we build. Do we have to get an incredible amount of supplies or will it be after a certian amount of time?
Second: how will resources work, will it be like gathers or miners in age of the empires? or do we have to explore old settlements/camps/mines/etc for the them? or have the gathers/miners try to explore and find stuff for us?
Third: What if towns randomly generate near each other and touch? won't that cause wars? or will there be a limit of lets say 3km apart for settlements/towns to be built, rather it be player or npc made?
Forth: Will there be like a screen to see everyone under your control?
Fifth: Will there be faster travel than walking? example: camels/horses/old tech/fast travel
[Fast travel should just be used for citys or towns over lets say 20 people and you have to have been there befrore]
Sixth: will it just be swords, or will it be like ranom items found in scrap piles, example: steel bar, wooden 2X4, cement blocks, items laying around mostly?
seventh: will the envrionment change, like the dunes of the desert, also can we edit the terrian while building bases?
More coming soon.

Re: Resources/Town Management
Posted: Tue Sep 13, 2011 10:36 pm
by ArcaneSaint
I can answer question number five:
The front page wrote:On top of that, in a later release there will be a fast travel option on the world map (similar to the map screen in the original fallout games).
It's the last line in the answer to the first question after the screenshot, it's easy to miss.
Re: Resources/Town Management
Posted: Wed Sep 14, 2011 12:56 am
by Captain Deathbeard
First: How will the towns work, that we build. Do we have to get an incredible amount of supplies or will it be after a certian amount of time?
You just save up the money and resources to start building.
Second: how will resources work, will it be like gathers or miners in age of the empires?
Resources will come from mining/harvesting, buying, or producing from other resources.
Third: What if towns randomly generate near each other and touch? won't that cause wars? or will there be a limit of lets say 3km apart for settlements/towns to be built, rather it be player or npc made?
Towns don't randomly generate, they are hand made.
Forth: Will there be like a screen to see everyone under your control?
Yeah, the wold map screen will eventually be a big complicated screen where you can manage your people and logistics all over the world.
Sixth: will it just be swords, or will it be like ranom items found in scrap piles, example: steel bar, wooden 2X4, cement blocks, items laying around mostly?
I've only made swords, but thats a good idea.
seventh: will the envrionment change, like the dunes of the desert, also can we edit the terrian while building bases?
No, the terrain is fixed. But there will be weather and seasons. And storms.
Re: Resources/Town Management
Posted: Wed Sep 14, 2011 12:58 am
by Ineedcash12
thank you for responding, and glad you like the new wepon idea.

Re: Resources/Town Management
Posted: Wed Sep 14, 2011 2:10 am
by Magzpierz
I think wielding a cactus would be fun.
But there arn't any cactus... cactuses.
Re: Resources/Town Management
Posted: Thu Sep 15, 2011 7:41 pm
by Sephro86
more variety in weapons is always good, but if you implement(ed) a good modding-tool then this task could carry the modding community

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Re: Resources/Town Management
Posted: Fri Sep 16, 2011 2:43 pm
by Shoelip
Magzpierz wrote:I think wielding a cactus would be fun.
But there arn't any cactus... cactuses.
Cacti.
Re: Resources/Town Management
Posted: Fri Sep 16, 2011 4:45 pm
by ArcaneSaint
Shoelip wrote:Magzpierz wrote:I think wielding a cactus would be fun.
But there arn't any cactus... cactuses.
Cacti.
Cactus.
Yup, "cacti", "cactuses" and "cactus" all seem to be correct plural forms of "cactus". Source:
Wikipedia
Re: Resources/Town Management
Posted: Sat Sep 17, 2011 4:50 am
by Shoelip
Maybe so, but Cacti is the best.
Re: Resources/Town Management
Posted: Sat Sep 17, 2011 5:17 am
by Magzpierz
I prefer Cactus, But this is getting a little off topic.
Re: Resources/Town Management
Posted: Sat Sep 17, 2011 10:12 am
by ArcaneSaint
Only a litte?

Re: Resources/Town Management
Posted: Tue Sep 20, 2011 12:01 am
by Ineedcash12
i vote we get more on topic, and talk about what we can/want to do in towns to maybe help chris develop them.
I'd just to jump out from behind buildings and mug people or jump out of windows, jump from rooftops(low buildings, not expecting 50 story falls and live.)

Re: Resources/Town Management
Posted: Thu Oct 20, 2011 6:42 am
by toaster Assassin
Yeah, I very well know that this post is dead so I now claim it as mine, woot
So anyway, who will be running our self-built towns? Basically, will we need to pick one of our followers to run a peticular building or when we build it will an individual just randomly show up to run it?
As for building content, it would be cool if there were different levels of buildings to buy or level up
EX: Merchant structure:
Level 1:
Merchant tent
Health: 100
cargo hold: 50 units
cost: 300 gold
Level 2:
Merchant shanty
Health:250
cargo hold:100 units
cost: 500 gold
Level 3:
Merchant estate
Health: 300
cargo hold: 500 units
Cost: 1000 gold
Level 4:
Flailing Bob's magical mystical merchant drug palace
Health: 301
Cargo hold: Everything but your momma
Cost: Your momma
What types of buildings will there be/ or can be built?
These are just general ideas.
Hospitals - heal wounded faster (fix broken limbs)
merchant building- sell stuff
guard post- allow player to set guard patrols
caravan post - allow player to set caravan routes (for a peticular wood sword salesman)
home- restores player health and acts as personal storage
farms- grow rice or beans or mabe turnips
craftshops- so people can produce things
wells- without it players cannot maintain farms
barracks- unit storage and health restore (cannot fix broken limbs)
training area- allows exp in exchange for gold and item(health?)
kitchen/campfire- allows food to have a purpose other than just trade good (cookable items?)
prison- keeps slaves nice and cozy
brewery- if you want alcohol as a commodity
tavern- place to obtain quests and get trashed (see brewery).
execution structures- because sometimes somebody pisses you off
scribe building- if old tech exists as weapons have it un-usable until skill taught by scribes, in which quests to gather parts could be an option.
and finally..... bakery- bees bees bees bees bees bees bees bees bees bees bees bees bees bees bees bees.
These are just some general ideas if you are looking for building ideas.
I am a happy post poacher

Re: Resources/Town Management
Posted: Thu Oct 20, 2011 1:05 pm
by Captain Deathbeard
You are quite close. But instead of having a different building model for every single type of structure (plus upgrades) I intend to have buildings as generic shells. Then you set up their function by installing facilities in each one. So you can just buy a single building and fit it out as several things, even make it a mini base.
Re: Resources/Town Management
Posted: Thu Oct 20, 2011 5:58 pm
by kevsta999
i like the idea of 'you make the building what you want' kinda idea but will there be differrent sized buildings and can you upgrade them?(like add an extra room or another floor maybe)
Re: Resources/Town Management
Posted: Thu Oct 20, 2011 6:07 pm
by NiallyWially
That sounds really promising. So I take it the 'shell building' will be quite expensive? Where as the facility's will be quite cheap? So a building is an investment but if you need a hospital in a pinch, you can get rid of one of your shops?
Or will it be the opposite way round? Because I guess that generalises the cost of shops? Just an idea.
Re: Resources/Town Management
Posted: Fri Oct 21, 2011 6:14 am
by toaster Assassin
The shell building concept actually sounds very handy (and space saving). Now is the facility construction similar to evil genius room building or is it item related (i.e. this room contains a work bench and a medic bed therefore it can be used as a hospital or workshop)? Also what are some of the facilities that the player can establish?
Re: Resources/Town Management
Posted: Fri Oct 21, 2011 12:10 pm
by Captain Deathbeard
Most important will be to have a safe defended place for your wounded men to heal up. Beds, medical facilities, defenses. There will also be things for mining, crafting, research, robotics.
There will be different shells to choose, any building type you see in game will be possible to own, and they can be upgraded a little.
Re: Resources/Town Management
Posted: Sun Oct 23, 2011 6:26 am
by War
Chris_The_Great wrote: There will also be things for mining, crafting, research, robotics.
Care to elaborate on what robotics means?
Re: Resources/Town Management
Posted: Sun Oct 23, 2011 9:16 am
by Shoelip
War wrote:Chris_The_Great wrote: There will also be things for mining, crafting, research, robotics.
Care to elaborate on what robotics means?
Augmentation!