Does anyone else find their general ed college class or two in Economics close to worthless when….
trying to create a marginally realistic (as in having supply in demand affecting everything from the price of a bottle of beer to that uber k00l sword) economy for their PBBG? I know I am. qq. (I was planning to post the rough idea for the econ system today.)
Hopefully I can piece something workable together in the next couple of weeks before I start actually coding the game. Right now, all I’ve got is the basics:
- Resources (which can be refined into more useful things like earrings, swords, etc.)
- Some Resources are rarerĀ than others.
- NPC Populations will consume resources at a constant rate based on the size of the population (which isn’t true in the real world but modeling a bunch of NPC’s purchasing habits is waaaaaaaaaaay more work than it is worth!).
Now how to balance things out so that the players don’t simply farm everything into their little pockets after a couple days and end up being ‘big rich dudes’ and having no reason to do anything besides sit around and pay NPCs to kill their enemies.
I just realized this post probably will make no sense to anyone but me. Oh well. Don’t mind me….go read the next blog over! Nothing to see here!


pbbgs are the future of work procrastination