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Monder87

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Posts posted by Monder87

  1. 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.

    867245649_ScreenShot2019-04-21at5_36_30PM.thumb.png.5140d702b31f816117a96dd280092224.png

    • Like 2
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  2. 19 minutes ago, Genava55 said:

    Gauls: (I took the list of Sundiata and put their gallic names)

      Hide contents

    Alesia (tribe=Mandubii; today=Alise-Sainte-Reine)

    Avaricon (tribe=Bituriges; today=Bourges)

    Bibracte (tribe=Aedui; today=mont Beuvray)

    Cenabon (tribe=Carnutes; today=Orléans)

    Nemossos (tribe=Arverni; today=Corent)

    Diuoduron (tribe=Mediomatrici; today=Metz)

    Genaua (tribe=Allobrogi; today=Geneva)

    Gergouia (tribe=Arverni; today=Merdogne)

    Lutetia (tribe=Parisi; today=Paris)

    Noviodunon (tribe=Suessiones; today=Pommiers)

    Samarobriua (tribe=Ambiani; today=Amiens)

    Uxellodunon (tribe=Cadurci; today= Puy d'Issolud)

    Uesontion (tribe=Sequani; today=Besançon)

    Ganoduron (tribe=Helveti; today=Kandern)

    Mediolanon (tribe=Insubri; today=Milan)

     

    Great job @Genava55!! so i can start inserting the Gauls i guess. Waiting confirmation for the britons

     

    Quote

    Ptolemies:

    Alexandria

    Naucratis

    Ptolemais Hermiou

    Rosetta

    Heliopolis

    Crocodilopolis

    Heracleopolis

    Cyrene

    Pelusium

    Gaza

    Arsinoe

    Berenice

     

    Persians;

    Persepolis

    Pasargadae

    Ecbatana

    Susa

    Babylon

    Sardis

    Arachosia

    Areia

    Phrada

    Zariaspa

    Jerusalem

    Thanks also to @wowgetoffyourcellphone . Can i  insert these two too or i need to wait?

  3. On 4/17/2019 at 3:39 AM, Bigtiger said:

    Map made with decals. (1vs1)

      Hide contents

    screenshot0124.thumb.png.e77496bcbe2cbe87c081fa55091af19d.png1617900537_farmlandmiddle.thumb.png.449b4412102073053f00d0a6280e7123.png

    Puddle Decals

      Hide contents

    screenshot0125.thumb.png.823245ae15608a876e033d203ccb0d23.png

     

    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.

    • Like 3
  4. Thanks for the contributions!!  i really appreciated that, i will add all cities names soon.

    Now a small but very hard to code update... i finally finished the economy chart in the city economy panel :heat: , now the user can track all the stats of consumption and production of the city economy,  with real time graph and trending percentage.

    In addition in the chart is possible to select which interval and period to define better the dataset. 

    The interval is basically the timeframe in which the data is being recorded, in other words the y value of each data point is the amount of consumptions or productions had in the timeframe defined by the interval ( in our case we can select just between total city lifetime or daily )

    The period instead is the timeframe defined in the X axis, and it define from when we want to visualize the data, is divided in days (1 day = 10 minutes gameplay) , in our panel we can select between total city lifetime, or last 30 days( 1 month)

    So with these setting we got 4 combination of dataset:

    Interval: Total  

    Period: Total

    Being the Interval  timeframe the total city lifetime, the values are always positive or equal to zero. This set define all the consumption and production had from the start to now, and indicate the actual grow percent in the last 10 minute game ( last day in the game )

    1009073154_ScreenShot2019-04-21at9_35_27AM.thumb.png.43503f6a59990abbbb932d95e7c9515d.png

     

    Interval: Total

    Period: Month

    Like before the values are always positive or equal to zero. This set define all the consumption and production had from the last 30 days ( 1 month = . 300 min game) , and indicate the actual grow percent in the last 10 minute game ( last day in the game ). This is like the dataset defined before but zoomed in the last 30 days.

    722399427_ScreenShot2019-04-21at9_35_44AM.thumb.png.37fc7ad799136801eb12a4d1812d40f7.png

    Interval: Daily

    Period: Total

    Here the interval is 1 day, each data point show the amount added each day,  when the amount is the same for each day we see a horizontal line, when increase is a spike and when decrease  it go down. 

    The period Total means from the beginning when the city is being created until now.Also here the trend is being calculated in the last 10 min game.

    1624415511_ScreenShot2019-04-21at9_36_28AM.thumb.png.0c080123acd6ef7432cc755b221266e0.png

     

    Interval: Daily

    Period: Month

     

    Same like before but zoomed in the last 30 days. As you can see in the graph above i recorded a total of 520 days, so once we see the last 30 days and we zoom on it look very different.

    913865648_ScreenShot2019-04-21at9_37_24AM.thumb.png.d53f734975c99afe39c45f502196805e.png

     

    Now having consumption and production for each city i can define the prices of each product, and add them in the economy panel. That will be next step

    • Like 3
    • Thanks 1
  5. On 4/18/2019 at 3:38 PM, wowgetoffyourcellphone said:

    For the Athenians civ:

    Acharnae

    Aphidnae

    Athens (of course)

    Cephisia

    Cytherus

    Decelea

    Delos

    Eleusis

    Laurium

    Marathon

    Phaeleron

    Piraeus

    Plataea

    Rhamnous

    Thanks, i will add these cities in the next commit ;)

  6. 1 hour ago, coworotel said:

    Maybe you could implement some kind of tax system, where part of the produce of the farmers would be taken by the government (player). That would be cool also because the player could maybe put lower or higher taxes, which would influence in the population happiness (I guess). But I don't know how these tax systems worked in the past... especially with things like bread etc (I don't think the government would take a number of breads from the baker... probably just part of his income? Not sure...)

    By the way, very nice mod! Looking forward to play it!

    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. 

    • Like 1
  7. 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 )

    1269058561_ScreenShot2019-04-14at2_57_00PM.png.b31b5fd6a85908647909c9010355515c.png

    • we open the economy panel and we select the city of Carthage and we click the products button

    2115706167_ScreenShot2019-04-14at3_04_34PM.png.62808b4b86d41526fbef67d5e74db3df.png1605246268_ScreenShot2019-04-14at3_04_47PM.thumb.png.0dde747577aa3ecfc1e293641827f407.png

    • 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

    1845411837_ScreenShot2019-04-14at2_59_59PM.thumb.png.43d2d513af9f2580ef5acaf901192f27.png

     

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  8. 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) 

    Screen Shot 2019-04-14 at 12.45.07 PM.png

    Screen Shot 2019-04-14 at 12.48.01 PM.png

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  9. Quote

    In my opinion, the collected resource should be put in maybe like a storage or granary building once the slave gathers a certain amount of the resource (in the meantime while the slave gathers the sufficient amount of resources to take to the storage place, they can store it at the farm itself, until it reaches that amount), once in the storage place, the resource should be available to the player for use.

    i think make sense, each resource provider like farmer, fisher man, miner has to have a dedicated structure which can store just a limited amount of resource, after that the provider need to pay some delivery service( which can transport much more resources than a bunch of slaves ) or use his own slave to bring the resources in the main City Storage. Once dropped in the storage the provider will get his money from the player.

    Quote

    The storage place should have a storage limit and other traders and merchants should be able to get the resources from the storage place and turn it into usable goods. For example the baker will buy (bought from the player of course) wheat from the storage place and turn it into bread, that will be sold to everyone else. The farmer for example should receive payment from the player when they put their Harvest in the storage place.

    yes i agree the city storage will be the pick up point to every producer to get the resources to produce their respective products,  and is interesting the concept  to put a storage limit on it. That would push the player to build more than a city storage for each city.

    But i also want to say about this that all resources are divided in different city storages but are counted in all their total in the top bar resource counter. I think the player when need resources to create new soldier or buildings should be able to access them   from everywhere  anytime , this to keep the game play fluid. When used the resources will be decreased proportionally to each city storage owned by the player. But i am open to discuss about this.

    At exception of the player, all other entities need instead to go buy the resources in the nearest city storage

    Quote

    Processed resources should be stored at the respective shops (which should have a storage limit of course) and processing buildings. The player should be able to trade processed goods with other towns too imo.

    Yes that is true, i m planning to give to each producer a limited resource storage , about the trading the player can trade using the market structure and the delivery services,  i will explain soon how this will work, basically there will be city delivery service ( which account all goods transportation in the city), intercity delivery services ( where the delivery provider on the will of a intercity trader, will to buy from the producers of another city goods and will drop it to the Market Structure , where consumers in the time will go to buy from it. Basically the intercity trader own just a  market slot ( shop ), and the actual delivery is done buy a intercity delivery provider) and inter Civilization delivery, where the trader can go trade with other players cities , basically like intercity delivery but with some extra function like don t be attacked by the other player even if enemy (about this i was planning to give a bonus of friendship each trade, so more interciv trade can create alliance between player). 

    Also about goods i am planning to make it possible to steal goods and resources, so for example if one delivery service provider is attacked and killed, will drop on the field all resources and goods and can be collected by the attacker(of course need to have the capability to carry them to the nearest city storage (if resources ) or market ( if products) ). I think this make it possible a lot of strategy dynamics in the game, for example attacking another player city would be not just destroy its structures but also focus on destroy the city storages, so would be possible steal the resources, same for the markets about goods.

     

    Quote

    Finally, I think traders and merchants should be able to strike if their happiness is to low and slaves should be able to have an armed uprising if their happiness is too low.

    Yes the happiness was exactly being created with this purpose, let uprising and work performance rate possible, citizens not happy produce less, consume less and in the worst can uprise.

    Thanks  @Rolf Dew for sharing ideas, very usefully,  if you not agree with some concepts please let me know same for all other community member, more we share more we can rich the economy system

    • Thanks 1
  10. 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 .

     

    • Like 4
  11. 11 minutes ago, wowgetoffyourcellphone said:

    This is super cool, but I'm wondering if it shouldn't drop down under the raw material icon like a list. 

    Thanks @wowgetoffyourcellphone! Yes that was my original idea too, but after i though would be helpful keep tracking the resourse level during the game,  if was vertical that would cover the scene unless the player keep clicking all the time to check them, instead keep the bar horizontal let the view clear and at the same time let the player know each resource level. 

    • Like 2
  12. 50 minutes ago, wowgetoffyourcellphone said:

    I feel like the coin icon needs to be 10% smaller to match the others. 

    Yep, i ll make it smaller :) i think all icons and graphic in the alpha version will be replaced, now i m really focus in code and functionalities. Would be very nice have also some collaborator for the code and also for the art part, very soon would be necessary add a lot of entities for each civ, with specific animation and 3d models. Everyone interested can contact me here or in private. 

    • Like 2
  13. Hi everyone! as planned before, following the products table, i start adding new resources in the game, in the specific i added 8 subTypes in the Food Resource:

     

    4 Basic resources:

    • food
    • wood
    • stone
    • metal

    with the food divided in 8 subcategories :

    • fish
    • milk
    • herbs
    • oil
    • meat
    • grain
    • fruit
    • wool ( is not food but we insert here for simplicity)

    101929547_ScreenShot2019-03-30at4_24_59PM.png.13f1bf9996f45672ce86e574c5679131.png

     

    525205492_ScreenShot2019-03-30at4_24_38PM.png.e62c7c69b9276360afd7b877b02c3ac2.png

    Now are all accessible from the resource bar in the top , just clicking the food icon, this the small clip to show you:

    • Like 2
  14. as promised i developed the City Economy Panel, once clicked on a city from the Economy Panel we will get all the information of its economy: 

    1) this is the city with 3 consumers:

    1803097703_ScreenShot2019-03-24at9_35_27PM.thumb.png.5ba8c202f94d16b4ca2bc3c4274783b9.png

    2) here i click the economy Panel on the top right menu ( ex Trading Panel ) and all city in the game will appear ( in this test is just one )

    1854103369_ScreenShot2019-03-24at9_45_55PM.thumb.png.1aa4f8f1555e532dea9a8862c9f5b17f.png

    3) now i click on the city button and i have the main dashboard of the City Economy:

    in here appear 3 main component: 

    - Population

      - the tot number of consumer in the city

      - the average happiness of the city consumers

    - Details

      - the producers button, where is possible to explore all different producers and their products (i will develop it soon)

      - the products button, where is instead focus only to list all the available products and prices (i will develop it soon)

    - Economy Chart 

    Here is possible to have a quickly look to the city economy performance looking at GDP and consumes during time

    1448078295_ScreenShot2019-03-24at9_34_43PM.thumb.png.0d7a5613852411257ad4a9e79909d0ff.png

     Next i will develop the producers and products panel , after that we should have all the tools to track all cities economies.

    • Like 7
  15. Small Updates... After developing all products ( i will implement soon in the Mod) , is important to set prices, for this i developed a product Manager Component, which will keep track of all products produced and consumed every 5 Min of game play,  if the products consumed are more than that produced the price for that kind of product will get higher , if instead the produced are more than that consumed, the price will go down. 

    To give a more Trading Dimension i decided to divide all the game Economy in Cities Economies, that mean that the prices are calculated for each city, independently of all other cities, ( doesn't matter if 1 player has more cities, all cities even if owned by 1 player are still independent to each other)  this give a real trade opportunity and peculiar economic output for each city. To keep truck of each city  products, producers, price and stats, i am developing the Economy Panel, which will replace the 0AD trading Panel. I also decided to give more identity to each city, assigning to each of them 1 unique name, and also display it on top of the 3d Model.

    Here the Economic Panel  so far:  you can see all cities in the game, each has a unique name (i add the number 2 after the name when the cities name list of that civ is expired) and the player color . I will soon add the functionality to click on one city and show all producers, products and price .

    520138389_ScreenShot2019-03-23at2_36_45PM.thumb.png.7c626d44033dd97ece0ab94f1fe047c7.png

    Here the name for each city will appear on top of the 3d model :

    1572869893_ScreenShot2019-03-23at2_17_19PM.thumb.png.966e40997b1f5d8e31cb327a34fb8a19.png

     

    About cities names i need help, i want to keep all the names historically correct, so if someone with good historical knowledge  can provide me at least 10 name of city for each Civ, so far i just added 10 name of Carthage Civ , i even not sure are correct. Thanks

    • Like 7
  16. Thanks for all suggestion i took note of everything said.  I Check in Settlers 6 and i got some reference. I think we can start developing the all products that will be consumed together with the basic resources by our citizens.

    Here the table i created:

    4 Basic resources:

    • food
    • wood
    • stone
    • metal

    with the food divided in 7 subcategories :

    • milk
    • herbs
    • oil
    • meat
    • grain
    • fruit
    • wool ( is not food but we insert here for simplicity)

    Form these resources each Producer would be able to process them and create one of the following 20 products depending of its speciality:

    Food

    • bread
    • cheese
    • sausage
    • soup
    • beer
    • cake

    Cleaning

    • soap
    • broom
    • parfume

    Clothes

    • woolen clothes
    • leather clothes
    • shoes

    Decorations

    • banners
    • indoor Decorations
    • outdoor Decorations
    • jewellery

    Military

    • swords
    • shield
    • bows
    • machine engine

     

    Here you can see what each product require to be processed:

    • 1999312559_ScreenShot2019-03-09at7_57_57PM.thumb.png.7f22705550a3abd1fea62252a820ae2d.png

     

    In addition to the products there are also three services:

    • Entertainment (artist, circus)
    • Transportation(city delivery, intercity trade, interciv trade)
    • Building (builders, the onlyone allowed to build)

    Unless products, services cannot be stoked by the consumer, but has to be pay in the moment

    • Like 4
  17. @Rolf Dew Thanks, very interesting, i think my concept is quite similar to settlers, but i admit i didn t knew this game, i will defenetley look in it more deep. You can also give me already your opinion on which features you think would be cool have in this mod, that are already in settlers:)

    • Like 1
  18. Small Update...to keep easier for the player to track many units happiness i added also the happiness icon on top of each one, it will appear just if the unit is selected or the mouse hover it. In addition i will add a separate economy panel where the player can see all major stats for all entities of the economy, including total average happiness level.

    Screen Shot 2019-03-07 at 1.57.36 AM.png

    Screen Shot 2019-03-07 at 2.03.26 AM.png

    • Like 2
    • Thanks 1
  19. 17 minutes ago, Sundiata said:

    @Monder87 Nice stuff! 

    One question, you've probably covered this, but are these units supposed to be some kind of NPC's that take care of their own stuff, and are assigned indirectly to certain jobs, or do you have to keep track of and adjust all these things manually? 

    I was planning to have both manual and auto, all auto in default but with the chance for the player to enter manual modality from the consume panel. This give more interactivity and fun!

    • Like 3
  20. i also added the stock bar for each product consumed and i linked the happiness level proportional to the consumer status...in this case is quite angry :) less product stocked means less money to buy it and/or not enough availability, one main challenge for the player would be to keep prices reasonable and enough supply for all population .

    Screen Shot 2019-03-03 at 4.11.25 PM.png

    • Like 4
  21. Just added the icons :) would great if someone could help me to create a complete list of all products  exchange in ancient times with historical attention for each civ. If someone is available please let me know and i can give further details

    Screen Shot 2019-03-02 at 7.43.17 PM.png

    • Like 5
  22. Here a small update...this is the implementation with the code of the consumer panel... is taking shape :) now the right panel is divided in command consume produce and build....still not icons for the products, i will insert later

    Screen Shot 2019-03-02 at 2.46.16 AM.png

    • Like 7
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