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Broad Category Names

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Desprez
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Joined: 12/01/2008

I'm mulling over a fantasy conquest game concept and thinking about resources. And I'm stuck on a good classification name.

It's a high-level strategic game, so resources have to fairly broad. That said, I'm considering what would happen if resource cards were quite varied and unique for themeing, but that could be broken down in to broad classifications as to how they could be used.

So, a wide variety of plants, animals, fungus, etc could be used as "Food" And things like bricks, stone, lumber, etc. might be used as "Structural"

So thematically, you may have a territory that has these giant tortoise type creatures, that essentially, could be farmed for Food, or their shells could be used as Structural materials. And likewise, there could be a wide variety of resources that could be applied in different ways.

Right now, I'm thinking of these categories:
Food
Structural
*SOMETHING*
And then a miscellaneous category (trade goods) and possibly Reagents (essentially, chemicals)

the SOMETHING are sturdy materials that aren't suitable for structures, but are used as tools, armor, weapons, fasteners, etc.
Originally, I was thinking this was Ore or Metals, but there are a number of non-metals that could work in place, such as certain types of bone, and stone.

So I'm looking for a good category name for such items.

Any ideas?

let-off studios
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Components?

Components
Elements
Essences
Ingredients
Bits
Attachments
Pieces
Scraps
Segments
Gear

Several of these might crossover into your Reagents/Chemicals category, though. Maybe a way to differentiate them would be solid vs. liquid.

Darth TTam
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Would this work?

Food, structural, materials, goods, ingredients.

BHFuturist
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Random Thoughts

What are the categories used for?

Writing out or "defining" what each one does in the game might help to shape the name you give it. Understanding how the categories interact or combine will also help to give them good names.

One brand of high level thinking suggests that the categories be broken down by empire level needs. This groups things by their purpose or function. However in a crafting systems, resource categories are more of a hierarchy, each building on the next or synergize-ing with others on the same level. Here is some food for thought:

Natural Resources
Industrial "Refined" Resources
Synthetic Resources "Man-made"

    Minerals (Raw) = Iron Ore
    Minerals (Refined) = Metals & Alloys
    Minerals (Synthetic) = Composites, Polyester, Carbon fiber
    Chemicals (Raw) = Hydrogen, Oxygen
    Chemicals (Refined) = Hydrogen Peroxide
    Chemicals (Synthetic) = Mustard Gas
    Fuels (Raw) = Wood, Coal, Crude Oil
    Fuels (Refined) = Gasoline, jet fuel
    Fuels (Synthetic) = Biodiesel, Syngas

Because any resource can be "traded" they all will fit in a category like "goods". It can still be a good choice for the category name.

I also feel that any sturdy material suitable for structures are also suitable for tools, armor, weapons. I don't think you should separate it that way. If anything just make it: raw and refined materials

This means raw materials make basic structures, tools, weapons and refined materials make advanced structures, tools, weapons.

A lot of this depends on where the line is drawn between raw and refined. If a territory "makes" a resource or if a territory "has" a resource.

Yet another way of thinking about the categories are to group them by the type of benefit or advantage they bring to our lives. Is it a military advantage? An Economic advantage? Here are my suggestions:

Resource Categories Guess #1:

    Foods
    Fuels
    Minerals
    Materials
    Trade Goods

Resource Categories Guess #2

    Organic
    Raw Material
    Industrial
    Military
    Economic

I hope something is this helps :)

-Eamon

Desprez
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eamon wrote:Because any

eamon wrote:
Because any resource can be "traded" they all will fit in a category like "goods".

The "trade" in Trade Goods is referring to the idea of having a trade, as in tradeskill. These goods are used in the various manufacturing trades.

Perhaps Crafts is a better term to avoid confusion.

eamon wrote:
I also feel that any sturdy material suitable for structures are also suitable for tools, armor, weapons.

There are a number of reasons a material might only fit in one category.

Something good for weapons and tools might be unsuitable for structure due to availability or cost. And something good for structural may be unsuitable for tools and weapons due to weight or stress properties. (Though I'll grant that armor materials might have a lot in common with structural materials.)

Most metals, while good for weapons, would be cost prohibitive to use for a housing district, or simply unavailable in such large quantities in a fantasy setting.

Bone, could be used for arrowheads and scaled style armors, but doesn't usually occur in large enough portions for building materials.

Clay and stone are fine to build with, but probably unsuitable for most weapons, tools, and sturdy parts.

For the materials that can work as both, they would simply be listed with both categories.

Now as to refinement, for most purposes, having separate resources for refined and unrefined is out of scope.
Each area simply lists resources that are available there. It is assumed some basic level of refinement and working will take place when utilizing a material.

Now there might be an use for a rare class of resources for items that take a more advanced level of refining, such as specialized alloys, mechanical parts, or arcane supplies. I haven't decided if this will be a thing, or perhaps something that is only used for specific factions as a part of their game play.

saluk
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The other term you used

The other term you used "Structural" is really relating to the end product rather than how the good is used. "Food" also is relating mostly to the end product. It might make sense to base the category on the end product in all cases. You can use this good for "food", "structures", "tools" etc. That way the term is reflectively tied to the mechanic, so the good that says "tools" can be used to produce the item labeled "tool".

Willem Verheij
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While it's nice to have quite

While it's nice to have quite a few resources, as you said yourself its a fantasy conquest game mainly though and not a city builder.

So you need to keep in mind what would fit that too considering its likely used for troop recruitment too.

Here's some suggestions:

-Wood.
Comes from forest tiles, required for standard structures and units such as archers and spearmen.

-Stone.
Comes from mountain tiles, required for advanced structures, often in combination with wood. Could be needed for the recruitment of stone golems or such too.

-Gold.
Main currency of the game, found in gold veins. Trade could happen too, which would also generate gold. No need for a trade items resource, just go with gold to not overcomplicate it.
Gold could be the main resource for recruitment of most units, and could also be used some for building.

-Food.
On the map there could be finite sources of food to be gathered, and later farms could be build to provide infinite food, with maybe a chance of a bad harvest to keep a risk there and encourage keeping some food in reserve.
Food could be used for upkeep of all living units.

-Mana. (or something else magic related)
Maybe magical ruins or other mana sources could be found on the map, and it could be the rarest resource required for training mages or magical beings. This could make the fights over mana spots quite important. It could also be used for alchemy related things.

Desprez
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Joined: 12/01/2008
Thanks for the thoughts.I

Thanks for the thoughts.

I ended up with using Hardware.

Resources come in a variety of types, and can then be used for a variety of applications. Typically, the players will be more concerned with how a resource can be used, as opposed to what it is.

Types:
Plant
Animal
Mineral
Chemical
Magic

Applications: (Type of cost to build something)
Food
Structural
Hardware
Crafts
Reagents

Also, Gold is used as a sort of wild card when you don't have direct access to a particular application.

Anyway, the idea is that there are a lot of different resources, but they mainly boil down to how they are used. (I'm thinking the individual resources may have a secondary use in the game, but for building costs, you're looking at their possible applications)

Whether or not the whole idea will actually work, is another story... but at least I know how to organize them now!

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