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 he...
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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 ...
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