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sandonthefloor

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Posts posted by sandonthefloor

  1. Government paid Bartenders and a Brew Master on the council perhaps? A great hall in the center of the city is a great idea, then we wouldn't have to sit around the guard house yelling "Undead!" every time we see lighting.. :D

    Not sure if Brew Master would fit the lore or have much importance on council decisions if it was put in place.

    Also, I would rather not pay the bartenders because technically, they should be getting business and working off of the profits that they make from the bar. Perhaps at first if it is slow, we might pay people, but I wouldn't count on it.

  2. Really like the idea of having the city based around a great hall for all the dwarves to meet and drink ale, like in the video that Cataris showed on the last forum topic. This will solve the problem of all the dwarves hanging out above ground and it will make sure that there's always a barkeep on duty serving to the dwarves.

    There is not going to be a need for dwarves to hang above ground anyway, since everything is going to be, for the most part, underground or in a mountain. There will be a bar somewhere.

  3. (( lol ))

    I made it all fer being merchant, being a guard officer is like a hobby fer me.

    It doesnt pay well

    Merchandising made me rich

    High merchant would be fun th be

    (( Sandonthefloor took it already.. Too bad ))

    Har har, but yes the fastest way to gaining a lot of minas is through being a merchant, but the only problem is that you need either start up minas, or amazing luck with mining, luckily I had a little of both when I started out.

    Don't worry Broski, I am considering having an apprentice fer me, but I am not sure about it yet, neither have I had it given the OK with th' king.

  4. I dont see why we would have three shops all selling the same or even empty ones this would make a very competitive economy and make the owners on to stock their shop.

    Either way I dont want new homes to look cheaply made if we need room ,which I highly doubt or awhile, is to create a village and expand there and then only the richer folk would own capital houses.

    Nope, having a competitive economy is what you should have, it is the only way for it to work. If you don't have it like that then you will have only one person making money, with a monopoly, letting other merchants be enraged and leaving our city's market.

    About your houses, the goal of this new city is to actually get people excited to live in the dwarf capital. The amount of housing we could fit in the already dug out cavern is quite a lot, and the new housing actually feels dwarfish, and it is not just a square hallway. If you make a village for housing just to get the lower classes out of the city, then you lose the main population base. The only possible village, which in all honesty is not needed when the server comes out, but for a future time, is a mining colony that specifically is there to get ores.

  5. Its taken me since week one to now to become the richest man in Aegis, and I'd give it up in a heartbeat for a fresh start for everyone. No minas, no items, no food.

    The problem with everyone starting out, if you remember in the beginning, is that it was very chaotic and job crazy with everyone wanting every single job so that they could earn money to actually buy things. I remember availer would ask us if the economy was working after things settled down and money was spread out a bit, which is very important to the server.

  6. Agreed it would make our capital a travel point an we could sell our weapons an armor for more. Varge I have free time during school to write up lore or anything you want a rough draft as. Pm me on skype

    I'm so excited for this all. I would suggest limited shops like maybe at most 6-10 so that the merchant would have to e very active so if he is a lazy dwarf the kingdom would kick him out. Same with homes put a sign up every week and if the player isn't active the house would be repoed and pit back on the market with everything in it. A relitor dwarf could do this an give part of the profits to the kingdom.

    Also if we have the deep roads, the main gate should be the entrance to the roads then the capital would be deep within the roads so that the enemies woul have to travel though multiple defenses to get to the capital, (over lava pits, arrow trap, and pit fall traps)

    Were not going to restrict the housing and shop numbers due to the fact that that is what the people want, they want their own business so were not going to take them from that. I have suggested overseers for the next map which will help with the housing problem of inactivity. I have the whole overseer system planned out already, so we shouldn't need to worry about that.

  7. ((I know about the time zone, but we used to meet up at a certain time, that does not happen anymore, and like I said I have a few things i need to finish. Ill plan the meeting soon....))

    So much for not having a meeting, typical.

    Anyway, congratulations Gotek, 'ope ta serve ye well, also should probably have an actual meeting now since yer king.

  8. Make the city look like a: Crevice, ravine, cave. And that IS a guild house that Smith means.

    They have, look at the screenshots and you will see a massive cavern.

    Another thing to be added to the list is a theater which we need.

    Also, for the shops, I'm not sure if it is too late to do this or not, but I think it would be a better idea to have split the shops into specialized districts, so there would be a food and health supplies area, a rare ores area, weapons and smithing area of some sort. I think that would have made people explore and want to travel much more inside the city instead of having them just go to one main area. Only problem is that it could create a slight confusion, but using signposts people should be able to get to where they want to go.

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