Golwar
08.11.07, 12:33
Its becoming a Wednesday tradition to have a proper Vindaloo before writing the weekly diary, and today’s was mild and spicy. I’d say we are about two of them from the start of the beta.
This last week, we have been busy improving the game, and the team is very excited about the future of this project. We have finalised our design of which event-series to include in the game, and have now started implementing them all. Those will truly create a rich and rewarding game experience, while giving flavor to the different types of countries that can be played. Playing a tribal state will be really different than what a republic will be. The interface guys have been finalising more screens, and also adding in various forms of alert notifiers.
One recent addition to our team, is miqe, also known as Mikael Olsson. He joined us this summer to do primarily 3d graphics for the games, and have had extensive experience developing games before joining us. Mikael has a keen eye for detail and has done a rather impressive job making our armies and navies come alive in Rome. His skills in keeping deadlines without sacrificing any quality is worth its weight in gold to our development team.
http://www.gamersgate.com/eu3/rome_dd_4.jpg
Here’s a screenshot of the economy interface as it is in the current alpha version of the game.
I’d thought it would be good to talk about the economy-system in some detail today. What we have is a system with underlying nuances and complex strategic options, but is also easily understandable. There are three different types of income in Rome, the 3 T’s. First of all is tax, which is the basic income from the land. This value depends heavily on the amount of slaves in a province. Slaves are one of the three different parts of population in the game. The other two are citizens and freemen, which provide advances and manpower. This delicate balance determines the strength of a state, as while a long and bloody war may give a lot new slaves, the amount of freemen may drop too low to create strong enough armies for the future. The second type of income is tribute, which is the diplomatic income from states that have been forced with the sword or the tongue to give an amount of money to you for their own good. The final type of income is from trade routes, where each route provides some income to a country, besides the strategic benefits.
Eigentlich nicht wirklich etwas neues, was wohl auch erklärt weshalb das Vindalho regelmäßig so eine bedeutungsschwangere Position einnimmt :rolleyes:
Die Mini-PoPs waren bekannt, bei den Handelsrouten weiss man jetzt noch immer nicht wie sie nun letztlich funktionieren ( schliesslich hat Johan ja letztens die KI gelobt zur Berechnung des Verlaufs der Routen gelobt, was auf eine gewisse Flexibilität hinweist ) und so bleibt wohl nur die Erkenntnis dass Iberien scheinbar mehr Provinzen erhält als Gallien & Italien zusammen ( und dass die Beta in ca. 2 Vindalhos beginnt ).
This last week, we have been busy improving the game, and the team is very excited about the future of this project. We have finalised our design of which event-series to include in the game, and have now started implementing them all. Those will truly create a rich and rewarding game experience, while giving flavor to the different types of countries that can be played. Playing a tribal state will be really different than what a republic will be. The interface guys have been finalising more screens, and also adding in various forms of alert notifiers.
One recent addition to our team, is miqe, also known as Mikael Olsson. He joined us this summer to do primarily 3d graphics for the games, and have had extensive experience developing games before joining us. Mikael has a keen eye for detail and has done a rather impressive job making our armies and navies come alive in Rome. His skills in keeping deadlines without sacrificing any quality is worth its weight in gold to our development team.
http://www.gamersgate.com/eu3/rome_dd_4.jpg
Here’s a screenshot of the economy interface as it is in the current alpha version of the game.
I’d thought it would be good to talk about the economy-system in some detail today. What we have is a system with underlying nuances and complex strategic options, but is also easily understandable. There are three different types of income in Rome, the 3 T’s. First of all is tax, which is the basic income from the land. This value depends heavily on the amount of slaves in a province. Slaves are one of the three different parts of population in the game. The other two are citizens and freemen, which provide advances and manpower. This delicate balance determines the strength of a state, as while a long and bloody war may give a lot new slaves, the amount of freemen may drop too low to create strong enough armies for the future. The second type of income is tribute, which is the diplomatic income from states that have been forced with the sword or the tongue to give an amount of money to you for their own good. The final type of income is from trade routes, where each route provides some income to a country, besides the strategic benefits.
Eigentlich nicht wirklich etwas neues, was wohl auch erklärt weshalb das Vindalho regelmäßig so eine bedeutungsschwangere Position einnimmt :rolleyes:
Die Mini-PoPs waren bekannt, bei den Handelsrouten weiss man jetzt noch immer nicht wie sie nun letztlich funktionieren ( schliesslich hat Johan ja letztens die KI gelobt zur Berechnung des Verlaufs der Routen gelobt, was auf eine gewisse Flexibilität hinweist ) und so bleibt wohl nur die Erkenntnis dass Iberien scheinbar mehr Provinzen erhält als Gallien & Italien zusammen ( und dass die Beta in ca. 2 Vindalhos beginnt ).