Economy Legend We have thought about the things that should be integrated into Illarion in the past, but when a project runs over several years, people are joining and leaving the development team and many players contribute ideas, you can't have a strict planning. We try to list the most important functions and concepts of Illarion on this part od the website and give a short status on them. - already realized
- planned / already working on it
- we planned this in the past, but have to check it again
- proposal declined
Contents General - There are raw materials (coal, ore,...) and commodities (Weapons, cloth,...).
- Characters can learn skills that can work with the given materials.
- A character can hire NPC's to keep their shop open, when they are offline.
- To give an incentive to buy expensive goods like cloth, tobacco, salmon ..., there will be luxury points. If your character enjoys a high standard of living his social standing will go up. This allows for nobility, and can lead to a place in local politics. Luxury points decrease over time though, so one will have to constantly supply one self with it.
- Each race have items that can onlyt be obtained in their racial cities.
- There are different kinds of money, bronze, silver, gold, ruby, emerald and Diamond.
- Trade with other players and NPC's will take place in a seperate window. Both parties have to accept the trade before it goes through.
- Merchants (NPC's) have a dynamic stock. Prices will depend on supply and demand.
Raw materials - Iron ore
- Grain
- Grapes
- Wool
- Wood
- Meat
- Leather
- Thread
- Pot ash
- Quarz sand
- various raw gems
- Herbs
- Tobacco
- Stone
- Loam
Intermediate materials - Cloth
- Wheat
- Dough
- Gems
- Iron
- Bricks
Goods - Food
- Weapons
- Clothing
- Tools
- Glass
- Jewelry
- Shields
- Armor
- Music instruments
- Magic potions
- Bags
- Wine
- Beer
- Buildings
- Pipes
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