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xconq-7.5.0-1.20050612.5mdv2009.1.i586.rpm

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<TITLE>Designing Games with Xconq - Designing Backdrop Economy</TITLE>
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<H2><A NAME="SEC70" HREF="xcdesign_toc.html#SEC70">Designing Backdrop Economy</A></H2>

<P>
Economy in <I>Xconq</I> means pushing materials around.  So if you want an
economy in your game design, you have to define at least one type of
material.  To define the economy, you have to decide where materials
come from, how they get moved around, and how they get used up.

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<UL>
<LI><A HREF="xcdesign_19.html#SEC71">Creating Materials</A>
<LI><A HREF="xcdesign_19.html#SEC72">Movement of Materials</A>
<LI><A HREF="xcdesign_19.html#SEC73">Consuming Materials</A>
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<H3><A NAME="SEC71" HREF="xcdesign_toc.html#SEC71">Creating Materials</A></H3>

<P>
Materials come into existence by being placed in units or terrain
during setup, by being produced by units or terrain, and by appearing
in newly-created units.

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<H3><A NAME="SEC72" HREF="xcdesign_toc.html#SEC72">Movement of Materials</A></H3>

<P>
Once in existence, players can move materials around by explicit action.
You can also define automated material movement that uses supply and demand.
The tables <CODE>in-length</CODE> and <CODE>out-length</CODE> control the distance
over which materials will move each turn.

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<H3><A NAME="SEC73" HREF="xcdesign_toc.html#SEC73">Consuming Materials</A></H3>

<P>
Materials exist to be consumed (unless they are relevant to a scorekeeper).
You can set how much each kind of action uses, as well as how much is needed
as a prerequisite, sort of like a catalyst.  You can also set consumption
due to existence alone, plus what happens to a unit when its supply of a
material runs out.

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