From 4d91849821881272f6c4288a8ac22afceaf7c609 Mon Sep 17 00:00:00 2001 From: alisolarflare Date: Sun, 28 May 2017 16:27:20 -0400 Subject: [PATCH] Updated Resources (markdown) --- Resources.md | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/Resources.md b/Resources.md index a2b93ad..30544b8 100644 --- a/Resources.md +++ b/Resources.md @@ -17,7 +17,7 @@ Topics * Influence * 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. @@ -25,13 +25,16 @@ Abundance... is boring. If you have everything in the world, why bother working 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

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Every civilization has different needs, and wants. This naturally encourages trade.

If the Green Civilization produces wood, and the Gray Civilization produces stone, they trade. That being said, consider the problem of "good enough". The Yellow Civilization produces an abundance of wheat, but Green and Gray both produce their own wheat supply. Green and Gray have no need to trade with Yellow, since their wheat supply is secure, and "good enough".
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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.
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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