Sorry this might be a necropost but it is to offer you an idea.
So what is it that motivates the player (of your game) to build up and evolve this village (besides that being the whole point of the game)? Sure the growing village is a reward but some players (like me) want more then just being known as the founders of a grand village (or city). We want to feel empowered after all the is for the most part why people play games in the first place (they feel like they are in control of the world you put them in). So I came up with the idea that perhaps you could have so that whenever the village is expanded upon (via the recruitment of villagers, shops, etc...) the player recieves "resource points" (via variebles), which can be used for the purchase (from curtain vendors) of special items that can only be purchased in game via these points (or by an extremely large amount gold, being more expansive if purchase without the use of resource points).
1) player recruits blacksmith for village (+1 resource point added)
2) player goes to vendor and wants to purchase an item (mace of extreme awesomeness in this example).
a)Mace of Extreme Awesomeness cost 150,000 gold but only 3 Resource points
3) player earns all 3 resource points (events that use varieble; resource points +=1 for each event)
4) player still doesn't have enough gold but since he has enough resource points he is able to purchase the mace from the vendor (all resource points spent are subtracted from resource point total).
It would be pretty easy to make. the only other thing I would recommend is the use of a gauge so the player knows how many resource points they have (this might require a scripts
so what do you think of this idea?
This post has been edited by robbieagray: May 4 2012, 07:12 PM