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Post by Dario Tashavan on Dec 30, 2012 13:11:10 GMT -6
I would think this would fall under the purview of Steel/Wood
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Post by chaiguy on Dec 30, 2012 13:46:20 GMT -6
Transporting/caravans could IMO, be a part of what the Circle of Wood does. Not to say transporting/caravans should only be handled by the Circle of Wood, but it does seem to fit the Rings theme.
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Post by chaiguy on Dec 30, 2012 13:50:35 GMT -6
Food may be a type of upkeep for a settlement, that will probably effect the NPC laboreres in the settlement. The more laborers the more food they consume and the more needs to be produced to keep them around. I'm hoping that higher quality food will effect laborer moral too.
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Post by hark on Dec 30, 2012 14:25:42 GMT -6
Early on I'm fine with no taxation. A small group does spend its money more effectively than a bureaucracy.
As we grow to town or nation level taxation should be seriously considered though. The fundamental role of government it to provide Law and safety for its people. Neither of these generates revenue by itself. Taxes exist to pay for these non-revenue generating services provided by a government, so military and law enforcement will require some kind of taxation to pay their salaries.
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Post by kvalandur on Dec 30, 2012 15:42:15 GMT -6
Transporting/caravans could IMO, be a part of what the Circle of Wood does. Not to say transporting/caravans should only be handled by the Circle of Wood, but it does seem to fit the Rings theme. Sure, I meant it more as a question to see if people were interested in the idea. Not to say that it was a facet of the Earth ring at all. If it was something members wanted to be involved in then we as a group could plan out how it might work etc. I'm interested in being involved in such an endeavor, but not to the point where I want to head it up or anything.
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Post by WxCougar on Dec 30, 2012 17:59:04 GMT -6
I think the caravan idea is kind of neat. But then I have a fondness for caravans in general. We could use it for our own transport alongside what other people are renting it for if we happen to need to go that way.
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Post by kvalandur on Dec 30, 2012 19:04:52 GMT -6
I think the caravan idea is kind of neat. But then I have a fondness for caravans in general. We could use it for our own transport alongside what other people are renting it for if we happen to need to go that way. Exactly From what I understand the markets won't be global, but individual local markets. So goods we produce can likely fetch a better price elsewhere. Making a journey doubly profitable for the guild/settlement! ;D
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Post by Dario Tashavan on Dec 30, 2012 19:22:04 GMT -6
I wonder how long it'll be before people start distributing random alts through major towns just to hop on and check the prices there without having to travel.
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Post by Hroderich Gottfrei on Dec 31, 2012 7:21:49 GMT -6
@dario: Not long, I shouldn't think. There's talk of (if possible) using the API to build a market-pricing list for the River Kingdoms. That way, we could check it from boards/out of game. Not sure that makes sense, in-game, but it's a possibility that has come up.
@caravan Idea: I wouldn't be surprised to see Gold heading up Caravans with volunteers from Wood (scouts) and Steel (Guards) to follow along - or, if it was an all-food caravan, Earth or something. It sounds like there will be some sort of skill distinction between merchants/crafters/resource gatherers so that specialization will be worth it. If that's the case, then it might behoove us to send our merchants along to handle the caravans when they make it to far away settlements. I definitely think it would be wise to send Keepers of Steel alongside the caravans - I'll add Caravan Protection to the list of things to train on.
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Post by kvalandur on Dec 31, 2012 9:53:58 GMT -6
Well as a community we will need regular caravans to transport raw materials from gathering sites (nodes). Every ring that gathers material will be needing to transport it back to the settlement.
Depending on the amount of space, or volume of material a caravan can haul, it may well work out that a caravan will pick up a load of wood, stop off at a mining operation to pick up ore, and finish up by swinging by a farm to pick up some crops before making its way to the settlement. A lot of this may change when early enrollment opens.
I'm pretty sure though that individuals packing what they can carry from sites back to town won't be very effective nor efficient. Hopefully we will be gathering in areas we have cleared of bandits and mobs, so the caravans won't need a full set of guards, healers etc. like an overland caravan would.
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Post by chaiguy on Dec 31, 2012 11:34:58 GMT -6
Caravans: I'm hoping that certain skills will help them perform better. For example handle animal to help them move faster, prof. miner to help them mine faster ect...
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Post by kvalandur on Dec 31, 2012 12:31:25 GMT -6
Caravans: I'm hoping that certain skills will help them perform better. For example handle animal to help them move faster, prof. miner to help them mine faster ect... Well given Ryan's having worked on Eve, I'm pretty sure that this will in fact be the way skills give bonuses to actions. I wouldn't be surprised to see specialized skills geared solely to movement and transport of goods. This would make the teamster almost a class in its self, or if not a class, at least an area that someone could specialize in or gain proficiency in. Draft animal handling etc..
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Post by Hroderich Gottfrei on Dec 31, 2012 13:22:30 GMT -6
@valandur, RE: Caravans picking up stuff from multiple nodes
Absolutely, I see your point on this - and each node is likely to have Keepers of Steel hanging out glaring at things that come walking up. Resource gathering within our own sphere of influence will (hopefully!) be relatively safe. I was specifically referencing caravans going out for trade purposes, and should have annotated that in my post. My apologies.
On the flip side, once the game launches and we get into the nitty gritty of caravans/trade, I imagine there will be lucrative amounts of money for people who figure out transportation and can provide it in a quick, efficient, and safe manor - and that will be a Circle-wide endeavor. =]
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Post by kvalandur on Dec 31, 2012 13:44:39 GMT -6
@dario: Not long, I shouldn't think. There's talk of (if possible) using the API to build a market-pricing list for the River Kingdoms. That way, we could check it from boards/out of game. Not sure that makes sense, in-game, but it's a possibility that has come up. I wonder if they would allow this. What have you heard about communication within the game? I've seen where its been hinted that communication will be more limited then other games, but I've not heard any details, like will it be possible to /tell or /message someone in a different part of the world? I assume there will be a /guild chat, but perhaps local only? I'm real unclear on what has been planned so far.
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Post by Hroderich Gottfrei on Dec 31, 2012 13:50:45 GMT -6
They haven't said too much on the idea of in-game communications (not from what I remember, and not from my *very* quick search has shown). What I was referencing was information available out of game not making sense for in-game reasons - how do I, Hroderich Gottfrei, have any clue what the price of tea in Chynah is? Magic?
Until the devs give us more answers on in-game comms, there's not a whole lot to go on.
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