Jagged Alliance: Flashback Kickstarter Update #15, $178,273 and Counting
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World Economy
At the core of the economy we will go with a single currency similar to JA2 - moneh!
Discussion in the team about different options with multiple currencies all turned out to make the game way too complicated and not that much fun at all. Why? Easy one: That'd add a lot of unneeded micromanagement and players would spend way too much time with doing math on how to change this amount of that currency to another one to gain maximum profit. And to be honest: We're making a game, not a geo-financial simulator.
So we will stay close to what Jagged Alliance 2 did, where you gain perpetual income from controlling sectors, solving missions, selling items and so on. And you will need that cash because your mercenaries need to be paid, militia needs to be trained and your base needs to be fortified. And with that system we are also going to balance the cashflow: Costs of fighting a war versus income gained from your sectors. But we're also thinking about having some sectors which will cost the player money.
On this tropical island of San Christobal income sources are
- Taxes from controlled villages and towns
- Controlling sectors with production facilities like factories, banana plantations, opium poppy fields, brothels, ice cream trucks etc. These replace the (mines) from JA2
- One-time revenue from missions, intercepting drug traffickers, selling weapons, used condoms and so on
We have the idea of letting faction loyalty have an influence on incomes. If you are in bad standing with the drug lords, then running a drug producing facility will give you lower income as workers will be nervous all the time for retribution. Being good friends with local population will give you a little higher tax from towns as people will like you and work a little harder, therefore generating more money.