We have a (semi-?)final list of producible goods in the game now. There are basically three types of goods produced: resources (goods for either construction or upgrading buildings), consumables (goods that can be consumed by players' workers) and papers. Papers are not created by any special house; all production buildings will have a percentage of its goods be papers. Papers have two uses:
- You can spend papers on Research & Development (R&D)
- They can be used as money in the game
We had an earlier system in which a player slowly amassed a pool of points could be spent on either developing new buildings or new upgrade levels. Such a system like that was just too game-y and tired. It had no connection to anything else in the game and it was strange to ask players to observe their inventory _and_ a separate system which just happened to collect R&D points.
We also decided against having a traditional monetary system. It felt, among other things, good that everything could be gathered in your inventory.
As for the papers' fluff; the Coalition (the people who sent the player volunteers to the disaster area) has deemed it necessary to collect as many valued documents as possible from the ruins of the city. Stocks and bonds, property deeds, government and municipal records, monetary bills and the like is now widely coveted by the higher ups at the UIC. The thing is that the UIC have been very vague with what kind of documentation they desire. People in the disaster area have therefore begun to accumulate all kinds of papers: company spreadsheets, printed letters and emails, newspapers, practically anything with print on it.
It isn't a very modern explanation (wouldn't everything important be saved on off site servers?) or even a very realistic one. We just thought it would be fun.
The resources are:
- Building Materials: used for the construction of new buildings
- Tools (region specific): used to upgrade buildings’ Quality Level
- Lamps (region specific): used to upgrade buildings’ Protection Level or Storage Level
- Plants (region specific): used to upgrade buildings’ Contentment Level
- Batteries (region specific): used to upgrade buildings’ Efficiency Level
and the consumables (all used to raise a building’s Contentment):
Many of the resources are specific to different Neighborhoods to stimulate trade between them.
We hoped the names of the goods are simple yet flavorful enough to be usable by players. We planned earlier to have different kind of metals as resources but that was really dull and very unwieldy (why use steel to raise Contentment?) and we just figured we could go wild and do whatever we want. It was still difficult and took a few meetings to work out though.