A mod where NPC's live their lives, have a job, produce items, grow old and have kids. Currently in public Beta Version 0.9.8. Emphasis on this version is farming.
The Dynamic Economy is on the way. New features announced and a progress report.
Posted by Rabbitstorm on Nov 24th, 2007
What will be in 0.9.9, extensive version.
(Internal working name: Dynamic Economy)
Miller: takes wheat and mills it to flower.
Salt distiller: distills salt out of salty water, can be used for cooking and possibly preservation.
Baker: makes bread, duh
Animal vendor: buys and sells animals in a special animal market. Travels around with them from town to town.
Blacksmith: creates and repairs weapons and tools. Could also be making iron and steel parts to be used by other craftsmen.
Innkeeper: runs an inn where homeless people or guests can sleep at night, and where meals are served at a fair price, allthough the last is relative.
Butcher: buys up animals for their meat. Yes it's true, meat comes from animals and not from the programmer gods.
Brewer: creates beverages (wine, beer, ciders) from certain ingredients.
Guard: protects the helpless townspeople from wild animals and crazy players. Maintain law and order. Will not be psychic.
Thirst: next to food, NPC will also have to drink or suffer thirst damage. Drinkable water will not be free of cost. The poor could drink from rivers and wells, but might catch diseases.
Decaying tools: Tools will slowly wear out when they are used, so they'll need to be repaired or replaced over time. This is technically not a real need, more of a game concept, but it gives the NPC the need to buy (or repair) tools and weapons now and then, giving them a new reason to earn money first.
Animal reproduction: the animals will figure out a way to replenish their numbers, as they are not bound to the M ratings of the game.
Dynamic economy: prices will be set with respect to the supply and demand of a certain town. Travelling merchants will be able to figure out where a good market for a cheap product is, which helps them in their decisions of buying certain stock. Concurrency and possible price wars will also become possible. Merchants will also no longer be the middlepoint of the economy, as resource providers will be able to sell to the end user directly if they see the opportunity.
We will select a bigger town in Cyrodiil to turn into a fully implemented NWJ town. Suggestions are welcome.
Release date: TBD in the not to distant future