Postby viktor » Thu Mar 10, 2011 12:58 am
a number of times i do try to cause a country to form, sometimes i succeed sometimes not.
land ownership does happen in game, but depends on who is eccentric enough to make such a direct claim and enforce it is yet another obstacle, resource scarcity is done well in some areas requiring expeditions to bring back things of value.
the most likely to succeed type is an oligarchy, a select group holds the power and the rest of society in their country is under them, only problem is, these oligarchy's often swell to include the entire population in a clan, or greed overtakes a member or a few and the society destroys itself from inside.
i did have a char actually that was on the path to developing a type of oligarchy but... scratch that, sorry :S maybe again in the future.
sometimes one country has to keep it's wages high just to keep it's citizens from performing an exodus to get jobs at a higher paying neighbor.
very few places pay a guard for being a guard, or give a regular incentive to guarding besides status and authority., sometimes it's enough, but in many places, your a grunt who gets sent to the front line and still has to gather their own food.
world size is not the issue at all. the issue is society itself, some people just become antisocial, or a group just cannot fit in with the surrounding group(s) and venture off in search of a new land to colonize and have their society. having a private club, just a club within a greater society is virtually unheard of in game, we get clans and sometimes families, but that's as close as we get and it's still a ways from this. a long long time ago i had a char named Don, in kwor and he was trying to make a yacht club, unfortunately he ended up dying and.. well he could not died but sometimes ya just let go of someone... it would have been exactly a private club within the kwor society but never got done, sorry lol
i do agree that it is contrary to economic development when people trade at machine rates "oh okay here's 4400 limestone for the 250 salt you gathered down the road" something is not right there, and it's the fault of the chars in game bottom line. whenever i make an economy in game (and i take a lot of time planning it out) my char will take into account the factors of distances, islands and political borders and because of the way society plays out in game, they usually partially take into account the machines, but not the full way so it still leaves some kind of economic advantage.
but whenever i have a leader char, i make a point of running their shebang differently than other leaders i have so at least i know there's different cultures and societies economies and just way of things in different areas first hand.
when i had prage, chromium was highly regulated and gathering was very restricted in his country, with the intent of possible coinage as well as a technological monopoly on vehicle/ship radios, or by forcing the price up for strait chromium. one of the very very rare occasions i made a bold enough move to restrict a resource like that.
teregotha island? i never settled there, but in past i had considered it, and... i don't think i need to say what 4 resources i would've restricted. potentially also i had a char on noniwrok, never got far, but was considering a way of uniting under one banner and restricting certain things... imagine a wood monopoly on certain finite islands, forcing people to pay for a boating service if they wanted to go somewhere else.
sometimes in other areas, you just need certain pressures, like a persistant and impending threat that exists but just doesn't strike and causes the formation of something... the old republic in the brunoi region under the tutonic knights for example was highly catalized by the thread of genocidal maniacs who wiped out the sayajin and later threats from an empire across the island... when the threats subsided it subsequently degenerated into a rabble of city states and is finally reforming again.
i can go on but i think this is plenty to choke on as is.