Monder87

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1. 13th Century Europe Mod - In Development

thanks @wackyserious!

Also another small updates , i implemented the products panel in the city economy panel, from the previous version i added also all 13 resources, and now i can get the real prices. All prices are calculated following this principle: Supply and Demand Ratio = total amount product produced in the last 10 Min/ total amount product consumed in the last 10 Min Cost of raw material = total amount of money needed to buy the materials to process Markup = the percent the producer earn from the material cost (i fix an avarage 12%) Formula = (markup/ratio)+Cost Using this formula all prices are interconnected each other ( when calculate the raw material cost i process the same algorithm, so both resources and products have dynamic prices based on supply and demand ) so to have a nice level of realism, in addition each city has its own economy so we will have very different prices for each one. In the picture below you can see that the prices for many products are really expensive, that due to the fact that the only producers i have is consuming wood and grain to produce bread, but no one is dropping wood and grain in the store house, so there is a hight demand and zero supply, so the price go very high. Being wood a raw material used to process all products, all products become very expensive. In a real game with many producers and consumers and gatherers the prices would be just fine.

Great job @Genava55!! so i can start inserting the Gauls i guess. Waiting confirmation for the britons Thanks also to @wowgetoffyourcellphone . Can i insert these two too or i need to wait?
4. 13th Century Europe Mod - In Development

Amazing graphic!! Another level, sorry the ignorance, what is decals? Can someone explain how you achieved this effect? I wish to use it in my Economy Simulation Mod. Btw @Bigtiger i read that you want to add city building features to your mod, and i saw you now focus on graphic, if you are interested check my mod, i m developing the economy dimension of the game, maybe we can collaborate in the future.

Thanks to @Sundiata and @wowgetoffyourcellphone to contribute with Kush and Athens. As promised added both Kush and Athens cities names: 3 Done and 10 to do, please contribute ! Athenians V Britons Carthaginians V Gauls Iberians Kushites V Macedonians Mauryans Persians Ptolemies Romans Seleucids Spartans

Thanks, i will add these cities in the next commit

Sure, the Tax System is one of the first concept i implemented from the beginning, each time a entity earn money because produce, gather or perform a service, a variable amount of money are being collected and added to the player money resource counter. I still have to implement the GUI for the tax, but will be soon. If my job will allow me to have little more free time, i was thinking to create also the tax collector entity, that would be cool, instead to get a percent each earn automatically, we would set that percent and send our tax collectors all around the city to get the money. Of cource the financial status affect the happiness, and many tax can create uprising. This will be implemented soon.

This is instead the implementation of the products in the economy panel: we set a small economy with 1 City Center , 3 bakers, 3 builders and 4 farmers ( please don t mind now the white building, that will be the storehouse in the future ) we open the economy panel and we select the city of Carthage and we click the products button now is possible to see all products available in the city. If no product available the icons will keep be grey color. In our case because the only producers are the bakers , and each carry 100 breads we got a total of 300 breads. Next i will set the real prices for each products (240 is not real) . Also i added a buy all button for traders , but i am still not sure if i will keep it

Hi everyone! i finally created the first producer: the Carthage Baker, i also implemented also the producer panel which is split in two part, one is the catalogue, where the producer store the product produced, and the second is the actual stock of raw material. In this case the baker need grain and wood to make bread (following the product table created few post above)

i got a question to ask the community: i completed now the resources panel and i also implemented all the code to let the gatherer add the resource in its subcategory. So far so good, but now while i m developing the productsManager Component ( this component keep track of all cities economies in the game, and is the data source used to populate the economy panel i show you few post above) i got a design dilemma, maybe you guys can give me your opinion. this the situation: the gatherer ( i m planning to use just slave for all gathering task ) work, let s say in a grain farm ( as a slave is himself property of a grain farmer, who own the farm , the slaves and all resources collected) , collect the grain resource (subType of Food ), every 10 grain collected he go to drop in the civ center or in the farm stead .. (1st concept i feel not sure, should we instead have farms that can stock their own production? ) .. all the grain is being added in the player resource counter and is available to be used by the player (2nd concept i feel not sure, should we instead as a player buy the resources from the farmer just when needed ? ) every resource collected and dropped by the slave , the farmer will gain some coin, so as a player we can use or resell that resource to every other producers or trader who need it , earning money from it. what you guys think? i m confuse because i want it realistic and historically correct but also simple and functional as a game .