G'Kar
16.04.08, 17:49
http://forum.paradoxplaza.com/forum/showthread.php?t=351594
Stichworte:
- überarbeitetes Koloniesystem
- neues System für Angebot und Nachfrage von Gütern (sprich: volatile Werte)
- Karte von Österreich, Ungarn etc.
Even though we've been busy with the launch of Rome this last week, the expansion guys have been busy with working on In Nomine.
There is a few new concepts and features here that we'll get into details on today. First up is the revised colonial system. Colonisation previously in the EU series have been a micromanagement with clicking constantly to send each colonist, and each colony requiring up to 10 colonists to form a true city. What we have done now is to expand on this concept. Every colony will now grow each year at a steady speed, depending on the colonial funds you allocate to your colonies. Of course, you still need to establish a new colony the old way, and you can still send colonists to speed it up.
http://www.gamersgate.com/eu3/inn_3a.jpg
And of course, there are other factors than just the colonial maintenance that affects how quickly colonies grow.
http://www.gamersgate.com/eu3/inn_3b.jpg
Another thing we've been doing is to completely revise how the tradegoods in the game work. Before we had buildings & wars increasing demands for certain goods, with nothing else practically affecting them. What In Nomine is including is a price model where prices increase or decrease over time as certain things changes. Of course, everything controlled through script files. As an example, grain starts reasonable high, but as the production grows, prices will drop.. Supply will drop for goods when warfare ravages their production.. etc..
Here's how the prices currently look at the start of the game.
http://www.gamersgate.com/eu3/inn_3c.jpg
And this is how one goods, 'naval supplies', is scripted in the prices.txt file.. Supply is severly reduced by blockades, looting and occupation of provinces producing that goods. Demand is increased by wharfs, ports, shipyard, and most noticably by major naval powers being at war. It is also decreased severly by focus on land.
naval_supplies = {
base_price = 5
supply = { #Added together for every province producing it and multiplied by prod value.
modifier = {
factor = 0.2
looted = yes
}
modifier = {
factor = 0.2
is_blockaded = yes
}
modifier = {
factor = 0.5
NOT = { controlled_by = owner }
}
}
demand = { #added together for every province owned by someone, multiplied by taxvalue/average-taxvalue
modifier = {
factor = 1.1
has_building = wharf
}
modifier = {
factor = 1.1
has_building = shipyard
}
modifier = {
factor = 20.0
owner = {
capital = yes
big_ship = 20
war = yes
}
}
modifier = {
factor = 10.0
owner = {
capital = yes
land_naval = 3
big_ship = 50
war = yes
}
}
modifier = {
factor = 5.0
has_building = admiralty
}
modifier = {
factor = 1.1
port = yes
}
modifier = {
factor = 0.1
owner = { NOT = { land_naval = 0 } }
}
}
}
To end it all, maps are cool!
http://www.gamersgate.com/eu3/inn_3d.jpg
Can you spot the changes in this screenshot?
Stichworte:
- überarbeitetes Koloniesystem
- neues System für Angebot und Nachfrage von Gütern (sprich: volatile Werte)
- Karte von Österreich, Ungarn etc.
Even though we've been busy with the launch of Rome this last week, the expansion guys have been busy with working on In Nomine.
There is a few new concepts and features here that we'll get into details on today. First up is the revised colonial system. Colonisation previously in the EU series have been a micromanagement with clicking constantly to send each colonist, and each colony requiring up to 10 colonists to form a true city. What we have done now is to expand on this concept. Every colony will now grow each year at a steady speed, depending on the colonial funds you allocate to your colonies. Of course, you still need to establish a new colony the old way, and you can still send colonists to speed it up.
http://www.gamersgate.com/eu3/inn_3a.jpg
And of course, there are other factors than just the colonial maintenance that affects how quickly colonies grow.
http://www.gamersgate.com/eu3/inn_3b.jpg
Another thing we've been doing is to completely revise how the tradegoods in the game work. Before we had buildings & wars increasing demands for certain goods, with nothing else practically affecting them. What In Nomine is including is a price model where prices increase or decrease over time as certain things changes. Of course, everything controlled through script files. As an example, grain starts reasonable high, but as the production grows, prices will drop.. Supply will drop for goods when warfare ravages their production.. etc..
Here's how the prices currently look at the start of the game.
http://www.gamersgate.com/eu3/inn_3c.jpg
And this is how one goods, 'naval supplies', is scripted in the prices.txt file.. Supply is severly reduced by blockades, looting and occupation of provinces producing that goods. Demand is increased by wharfs, ports, shipyard, and most noticably by major naval powers being at war. It is also decreased severly by focus on land.
naval_supplies = {
base_price = 5
supply = { #Added together for every province producing it and multiplied by prod value.
modifier = {
factor = 0.2
looted = yes
}
modifier = {
factor = 0.2
is_blockaded = yes
}
modifier = {
factor = 0.5
NOT = { controlled_by = owner }
}
}
demand = { #added together for every province owned by someone, multiplied by taxvalue/average-taxvalue
modifier = {
factor = 1.1
has_building = wharf
}
modifier = {
factor = 1.1
has_building = shipyard
}
modifier = {
factor = 20.0
owner = {
capital = yes
big_ship = 20
war = yes
}
}
modifier = {
factor = 10.0
owner = {
capital = yes
land_naval = 3
big_ship = 50
war = yes
}
}
modifier = {
factor = 5.0
has_building = admiralty
}
modifier = {
factor = 1.1
port = yes
}
modifier = {
factor = 0.1
owner = { NOT = { land_naval = 0 } }
}
}
}
To end it all, maps are cool!
http://www.gamersgate.com/eu3/inn_3d.jpg
Can you spot the changes in this screenshot?