diff --git a/Resources.md b/Resources.md index b4aca83..c835d53 100644 --- a/Resources.md +++ b/Resources.md @@ -15,4 +15,22 @@ Topics * Player Donation * Player Rewards * Influence -* Famine \ No newline at end of file +* Famine + + +

Famine

+Abundance... is boring. If you have everything in the world, why bother working at all? Our current economy is *built* on the idea that resources are scarce. Trade fundamentally derives from one person not having what another person has, and vice versa. + +So, a very easy way to ramp up activity, and ramp up the tension in the world, is with a Famine. + +

Selective Famine - The Silk Road

+Every civilization has different needs, and wants. This naturally encourages _trade_. + +If the Green Civilization produces wood, and the Gray Civilization produces stone, they both benefit from trading. That being said, consider the Yellow Civilization. Green and Gray both produce their own wheat supply, while Yellow produces an abundance of wheat. That being said, Green and Gray have no _need_ to trade with Yellow, since their wheat supply is secure, and "good enough". + +This happens _often_ in vanilla Minecraft. You see redstone farmers produce stacks and stacks and stacks of sugarcane, but since every player can just grow their own, no one is incentivized to trade with them. + +The Selective Famine cuts off a specific resource. When a Wheat Famine occurs, all wheat production slows down, (or the demand for wheat artificially increases). Suddenly, wheat is wanted and needed. Green and Gray have an incentive to trade with Yellow. Through proper, fair use of the selective famine, trade, cooperation, and co-existence is incentivized. + +

Competitive Famine - The Prisoner's Dilemma

+

Destructive Famine - The Reset

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