Resource Tiers

alisolarflare 2017-05-30 16:16:29 -04:00
parent 65827b8d65
commit d52b87b314

@ -22,49 +22,64 @@ Topics
<h3>Resource Tiers</h3>
There are hundreds and hundreds of items in Minecraft. But it'd take incredibly long to consider <em>all</em> of them, and give them unique, balanced properties in the Civiliation View. Having to juggle a hundred different items would be way to bulky and confusing for any user. Ideally, users should focus on 2-5 resources at a time, from a selection of 10-20 resources in total.
There are hundreds and hundreds of items in Minecraft. It would take incredibly long to consider <em>all</em> of them, and give them unique, balanced properties in the Civilization View. Having to juggle a hundred different items confusing and unintuitive. Ideally, users should focus on 2-5 resources at a time, from a selection of 10-20 resources in total.
One way to simplify this is by using Resource Tiers.
<table>
<tr>
<th>#<th>
<th>Resource Tier</th>
<th>Examples</th>
</tr>
<tr>
<td>0</td>
<td>Dirt</td>
<td>Sugarcane, Flowers, Mushrooms, Sand</td>
</tr>
<tr>
<td>1</td>
<td>Wood</td>
<td>Logs, Hardened Clay, Bookshelves</td>
</tr>
<tr>
<td>2</td>
<td>Stone</td>
<td>Cobblestone, Furnaces</td>
</tr>
<tr>
<td>3</td>
<td>Iron</td>
<td>Iron Ingot, Cake</td>
</tr>
<tr>
<td>4</td>
<td>Diamond</td>
<td>Diamonds, Obsidian, Enchantment Tables</td>
</tr>
<tr>
<td>5</td>
<td>Nether</td>
<td>Potions, Blaze powder, Netherrack</td>
</tr>
<tr>
<td>6</td>
<td>End</td>
<td>Elytra, Shulker Boxes</td>
</tr>
<tr>
<td>7</td>
<td>Modded</td>
<td>Boom Bows, Special Resources, Enchanted Terracotta</td>
</tr>
</table>
Resource Tiers would not <em>value</em> items, but categorize items. For example, a smithy would still require an anvil and two furnaces, but it could also require 100 wood tier and 100 stone tier resources to be registered as a "large smithy".
The rules for tiers are as follows, using iron as an example: Iron ores, tools, ingots and nuggets are on the same tier. Anything that must be mined with iron is on the iron tier. If you can mine something using cobble, it's tier moves down to the cobble tier. <em>Techically</em> obtaining a high tier object with low tear gear, like finding iron ingots in villages or fishing for it, doesn't count.
By using resource tiers, the game is simplified, making it much easier to track who has what in the world.
<h2 id="famine">Famine</h2>
Abundance... is boring. If you have everything in the world, why bother working at all? Our current economy is <em>built</em> on the idea that resources are scarce. Trade fundamentally derives from a person wanting what someone else has, and vice versa.