Economy: Difference between revisions
No edit summary |
|||
Line 5: | Line 5: | ||
=== Goods Creation === | === Goods Creation === | ||
Several goods are produced in specific towns. Most of these goods can also be brought into the game economy through camp production (Water, Food, Fuel) or from scouting (Car Parts, Electronic Parts, plastics and Scrap). | Several goods are produced in specific towns. Fuel in Texan, Car Parts in Sarsfield/Texan, Food in Somerset/Elmsfield, etc. Most of these goods can also be brought into the game economy through camp production (Water, Food, Fuel) or from scouting (Car Parts, Electronic Parts, plastics and Scrap). Traders deal in most/all of these as well, so hunting traders can bring these goods into the game. | ||
Stone is also among the bulk goods, but is primarily for building camp structures. | Stone is also among the bulk goods, but is primarily for building camp structures. |
Revision as of 18:20, 28 January 2011
The Dark-Wind Economy
Everything in Darkwind has a price. That price is different in each town, and can fluctuate based on the volume of goods being bought and sold. Darkwind has a Dynamic Economy.
The bulk goods available in each towns marketplace represent the bulk of the economy. Water, Food, Fuel, Car Parts, Electronic Parts, Plastics, Stone and Scrap can all be bought and sold in every town.
Goods Creation
Several goods are produced in specific towns. Fuel in Texan, Car Parts in Sarsfield/Texan, Food in Somerset/Elmsfield, etc. Most of these goods can also be brought into the game economy through camp production (Water, Food, Fuel) or from scouting (Car Parts, Electronic Parts, plastics and Scrap). Traders deal in most/all of these as well, so hunting traders can bring these goods into the game.
Stone is also among the bulk goods, but is primarily for building camp structures.