Original Post — Direct link

I love trains so just curious on that as for luxury goods it would give another area for the economic people to make money, tobacco, coco, weed ect

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over 3 years ago - /u/SLG-Dennis - Direct link

Originally posted by Shinhan

I hope there are early tech boats too. If they are late tech only then there's not much point since there will be bridges all over the place by that time.

There is.

over 3 years ago - /u/SLG-Dennis - Direct link

Trains are something we want to do, but is near certainly not before final release.
Luxury goods haven't been talked about. Currently, everything implemented needs to have inherent use in the game.

over 3 years ago - /u/SLG-Dennis - Direct link

Originally posted by PickledPokute

I don't see what else a bison mount in every room of a house would be other than a luxury item.

How would a mounted deer head improve your skill gain in any other way than as a luxury, unless you have discussions with it about making electronics?

But the real reason doesn't even matter. Just the fact that you own furnished rooms gives enough piece of mind that mining iron in a cave for days at a time doesn't matter.

If you get hungry, you can instantly inhale those 5 juicy steaks while you're jumping up the stairs leading out from the mine - no need to stop. The only times you'll see your dinner table is when you place it and when you upgrade the room.

It's kind of funny that the optimal way to play the game is to make your non-workshop rooms with the least amount of surface area for the furniture you want inside and thus least amount of empty space. You get rooms that are floor to ceiling full of furniture to the extent that you can't even enter the room, and why wouldn't you furnish them like playing tetris? Surface area like walls, floors and ceilings cost resources. Well, the kitchen is an exception, but only for those who have chosen a cooking profession.

I don't see those as luxury goods as they have inherent gameplay effect, pretty basic ones, actually. I'm not sure which interpretation the OP had, but I for mine deem luxury goods as such that have no inherent gameplay effect, or rather is stuff you definately don't need but makes for a nice and rather small bonus for a lot of investment. I'd not say that to be true for housing.

over 3 years ago - /u/SLG-Dennis - Direct link

Originally posted by PickledPokute

That was my point with the bison mounts - through what effect would you reasonably explain that they raise the skill gain if not through "luxury"? Comfort might be a bit of a stretch since they aren't usually touched, but at least the reason can't be utility since they have none.

I understand that drugs are quite iffy area to implement (especially if you're targeting education markets), but that is no reason to shoot down the idea outright. Exloring other luxuries like paintings, coffee, chocolate, sweets, music, literature, dance and theatre is worthwhile.

One interesting example that comes to mind is a musical performance that's obtained through an skill. Just listening to a performance would give you some skill multiplier that is not tied to your house or contents of your stomach. People could sell "performance tickets" through their own stores and the music performance would happen once every hour or something like that. Everyone in the vicinity with a ticket hears the music and gains a 4-8 hour skill boost. Performances would also have diminishing stacking for multiple effect at the same time. The performer of course doesn't have to be on-line or on location for this to work.

The above would be a way to build a community and it would also incentivize trade - people would sell stuff to the performer's shop in order to afford the ticket. Some people might complain that it's a hassle, but you're already trying to emphasize the cooperative aspect of the game. Currently a bit too much of the game can be played without ever seeing anyone else.

Building a community and cooperation has in my opinion been done quite well in A Tale in the Desert although I last played it 15 years ago. At that point I felt that the forced community interaction was a distraction, but I'm more onboard it nowadays. The scale was also quite different with a silly-huge world and community tasks that took months to complete. Eco should do like the best - steal the nicest concepts!

The reason for them is to give housing points, which is a major mechanic of the game that pretty much is required to play. I get where you come from, but I interpreted the OP to mean luxury goods in the sense I described above, otherwise imo he wouldn't have asked for luxury goods in the first place.

The OP may want to define first what 'Luxury Good' means for him.

The general idea of food with buffs is something we already work on, but it won't be luxury goods, but normal foods with specific effects. Paintings and stuff of the planned cultural system probably could be seen as luxury goods, but will be none in the sense I mentioned either, as they will bring big bonuses - just for community collaboration instead of your own achievements.

I mean, if you so want, everything is a luxury good. You don't really need that smartphone to survive. But I doubt that was meant here. By luxury goods in Eco I for example think of very pricey necklaces that cost a lot for just a little bonus and similar things.