That’s a good answer for how the economy react but it’s not really a satisfying answer for me on "how does the world look like … ". Let’s imagine i like to rebuild the “Cologne Cathedral” (which i planned in the pre C++ build and maybe in the 1.0 build if i have the time). Therefore i’d need gigantic amounts of stone. If i start to collect my material by myself (because i don’t have the currency to buy all because i’m a master builder) i’d start to dig a HUGE hole in the ground which really look odd (like all quarries do [example for the Cologne Cathedral]). If there are a lot of passionate builders out there who need a lot of stone wouldn’t this ruin the look of the worlds because the regeneration would be much slower than the request ?
So in fact my main question is how do you plan to scale the regeneration according to the request for materials or the “change rate” in a region of the world to avoid “destroyed landscapes” ?
EDIT: Some time ago there was a discussion (AFAIR in here) if the regeneration should depend on “how often a region is visited or crossed by people” and if the regeneration should be faster in “abandoned” places and slower in “highly frequented” places. Do you plan on such a system for the game ?
I hoped to hear that