@Mathzip: diplomacy and relations with different factions in the game (mostly independant city-states in my game) is something I want to include, and the state of these relations will affect goods prices and availability in each city. There will also be more products, most of which would be logical rather than random (do we really need shoes and clothes to be seperate, when ‘food’ is lumped in as one product?), and produced according to how many people in the town are making them and how much of the prerequisite products are available.
As for creating towns and businesses, I still can’t see a way to have these without breaking the economy a million times faster than it does already. The amount of raw materials would need to be heavily restricted and the profit each factory makes will have to be barely worth it, and even then people would just run the game for hours at a time idling to make money from factories. I’d like to make the game economy more difficult to break, not easier…
An MMO version is something else I want to do, but the entire combat system needs overhauling for that to work – do you really want to have to pause and wait every time some people are having a turn-based battle somewhere?
@OverYonder: This seems to be the main problem I and everyone else had with the first game. One way to solve this that I want to try is having the robbers and other caravaneers behave in the same way as the player – the game keeps track of their location, equipment, money, etc. Then bandits should improve at the same rate as the player, and other caravaneers should get equally rich and so buy up goods before the player can get most of them. This combined with my idea of a limited-resource world, where nothing appears out of nowhere and goods need people working on them to be made, should make it much more enjoyable in the long-run. I just need to figure out how to keep the number of robbers high enough to make them a problem – perhaps have them run away, instead of being butchered completely every fight. Players will probably need a difficult but usable chance of running away successfully, too, or it’ll be too hard.
To everyone reading and hoping for a sequel: As stated above, I am not even close to finishing this game, or even starting it, but I would like to make it at some point, when my job is less frantic and stressful. I may be shooting myself in the foot talking about it on here, and getting lots of hopes up for no reason, as there is no guarantee I’ll ever be able to make it, but I’m hoping that by mentioning it on here, it will give me incentive to work on it – it’s much easier to work on something if you know people want it, rather than giving in to your own doubts about the quality of your work and leaving it to gather dust (like the other few games I’m working on…)