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Hi 0 A.D. friends, the FieldManager mod I am presenting in this post is aimed at reducing micro-management on fields. Official mod page on GitLab here. The mod has been around for a while and I see players on the lobby already using it. I was hesitant to announce it on the forum, for I wished to come up with more functionalities but... I couldn't so here it is! Despite its ostentatious name, the mod provides few but useful features: Select military/non-military/all gatherers from selected fields. Select one gatherer from each selected field. Evenly distribute gatherers across selected fields. Here's a screenshot of the commands available when selecting a number of fields: Mod installation Contribute The public repository is at this page. Everybody is very welcome to contribute, suggest, fork or simply give feedback. Have fun! FieldManager.pyromodFieldManager.zip
0AD Economy Simulation Mod==/// ECONOMY SYSTEM MODEL UPDATE \\\== Here is the Model of the Economy System so far, i will update this small section of the first message time to time ////////////////== END UPDATE SECTION == \\\\\\\\\\\\\ Hi everyone!! This is my second Topic in this forum and also the extension of a discussion started here that naturally evolved in a Mod Project. So here we are. First of all i have to tell that i am not native english, i am Italian, so please be patient with me for my grammar. All started from the idea to create a economy structure of the game more complex, i feel all the cities i build with so much effort during the game are just like ghost city, with not real live in it if not for the traders go up and down.... i wanted to have something overall more strategic, not focus on the military where the game is already quite strong, but on the civilian side. To give life to this cities i think is necessary develop their economy dimension, so for example add buildings like Shops , Academies, Products, Markets (Extending that one already in the game) etc.. and Entities like Dealers, Traders, Professors, Artists, Nobles, Citizens, Slaves etc. Starting from this very draft Idea i start developing is something more structured as follow below: (All the Code of the Mod is freely available in this dedicated GitHub for who is interested to partecipate on the development don t hesitate to contact me.) Goal Create a Economy System for 0Ad to give more Realism and add Strategy to the Game. 3 Main Concepts of the Economy System : 1 Economy Entities Dividing the Military Unit from the Civilian , we focus just in the latter for our Economy. Civilian Entity can Upgrade from Slave to Noble paying fee to special structure ( like Academy) or collecting a certain amount of experience ( calculated in money earned ). There are two kind of entity in our model: Passive: Earn Money from the resource gathering job Active: Earn Money producing and selling products We can say that Passive Entity are just Consumer, and Active are both Consumer and Producer. All the Economy Entities consume product and resources, can stock products , have own money saved in them personal wallet and most important they can spend or earn. In more details: Slave work for free and consume just some food the only owner is the State which account for the food and benefits of the resources gathered Citizen the can earn and spend; they consume food and also other commodities like textile or wine, they can buy food from the State or from Food vendors, and the other commodities from the shops or in the market, the own the money earned but also the State own them: all resources gathered go to State which pay them producing money from free Shops, Market, Circus are instead Structures which spend money to buy resources from State and resell them to Citizens offering different products from clothes exotic food entreatment etc..also they need to pay a tax for each transaction to State Nobles instead they can own Slave and earn a percent for all the Lifecycles of them economy once they upgrade in the different economy entity described above. They Spend money for very expensive commodities and they influence the civ evolution like giving some very good benefits to win the game( not sure yet which one ) In more details: State: Ownership: Own Spend : Money / Technology, Weapon, Diplomacy, Super Unit, Corruption etc.. Earn : Money/ VAT Tax, Monthly Tax, Resources, Villas, Castles Consume: None Produce: Money, Slaves, Market Building Dedicated Building: Civ Center Slave: Ownership: State, Nobles Spend : NO Money Earn : NO Money Consume: 1 Food[fish,fruit,grain,meat]/Day Dedicated Building: No Produce: Labor Citizen: Ownership: State, Own Spend : Money / Products and Resources Earn : Money/ Resource Gathered Consume: 2 Food [fish, fruit, grain, meat]/Day 2 Food [wine, sausage, bread, steak]/Day 1 Clothes/Week ( will be produced by some Shop or 1 Entertainment/Month Produce: Labor Dedicated Building: No Food Dealer: Ownership: Own Spend : Money / Resources, Products Earn : Money / Bread , Sausage Consume: 4 Food [fish, fruit, grain, meat]/Day 4 Food [wine, sausage, bread, steak]/Day 2 Clothes/Week 2 Entertainment/Month 1 Jewelry Produce: Sausages,Breads,Wines, Steak Dedicated Building: 1 Level : Street Vendor, 2 Level: Locand, Bakery, Butcher Clothes Dealer: Ownership: Own Spend : Money / Resources, Products Earn : Money / Clothes Consume: 4 Food [fish, fruit, grain, meat]/Day 4 Food [wine, sausage, bread, steak]/Day 2 Clothes/Week 2 Entertainment/Month 1 Jewelry Produce: Clothes Dedicated Building: 1 Level : Street Vendor, 2 Level: Clothes Shop Jewelry Dealer: Ownership: Own Spend : Money / Resources, Products Earn : Money / Jewelry Consume: 6 Food [fish, fruit, grain, meat]/Day 6 Food [wine, sausage, bread, steak]/Day 4 Clothes/Week 3 Entertainment/Month 2 Jewelry Produce: Jewelry Dedicated Building: 1 Level : Street Vendor, 2 Level: Jewelry Shop Trader: Ownership: Own Spend : Money / Resources, Products Earn : Money / Resources, Products Traded Consume: 6 Food [fish, fruit, grain, meat]/Day 6 Food [wine, sausage, bread, steak]/Day 4 Clothes/Week 3 Entertainment/Month 2 Jewelry Produce: Resources, Products Dedicated Building: 1 Level : Street Merchant, Artist: Ownership: Own Spend : Money / Resources, Products Earn : Money / Entreatment Consume: 6 Food [fish, fruit, grain, meat]/Day 6 Food [wine, sausage, bread, steak]/Day 4 Clothes/Week 3 Entertainment/Month 2 Jewelry Produce: Entreatment Dedicated Building: 1 Level : Street Vendor, 2 Level: Entreatment Building(Arena) Noble: Ownership: Own Spend : Money / Resources, Products, Slaves Earn : Money / Tax from his former Slaves Consume: 20 Food [fish, fruit, grain, meat]/Day 20 Food [wine, sausage, bread, steak]/Day 10 Clothes/Week 10 Entertainment/Month 10 Jewelry Produce: Technology Dedicated Building: 1 Level : Villa, 2 Level: Castle 2) Money Of course all is about money, so the first thing i did is to create the Money Resource. The Player represent the State in my Economy System, perceive a Tax for every transaction done in its kingdom, ( ex. 20%) plus it can collect money selling resources to the producers and adding other fee after a certain amount of time. More glorious is his economy more money he can make. 3) Products So far i created 8 products that can be sold: - Food: bread, wine, steak, sausage - Clothes - Entertainment - Jewelry - Slave Each Product has a price that change based on the Supply and Demand, they are being calculated by a PriceManager Component, which will calculate the demand and offer every tot amount of time, to give realism of the Economy Model. What i Achieved so far ... As you can see on the image i took the template of Female Support i add to the template EntityFinance, EntityConsumer and EntityProducer. With EntityFinance Component they can earn money every resources gathered, they automatically pay the tax to the State, they can store all money in a Balance which has a maximum capacity , depending if are just citizen or nobles. or dealer etc.. With EntityConsumer Component i track the need of the entity, every time she work one algorithm calculate different variables to define is actual need. these variables are : - Product Daily Consuming, - Product Daily Availability, - Product Already in Stock - Product Prices Compared with his Own Balance. The need is so calculated as a value between 0 and 2 , if the value of need of a product is major of 1 , the product is inserted inside a list of FirstChoiceProduct, which define the entity needed product in every given the moment Of course this component track all the product consumed and stocked by the entity With EntityProducer Component instead define the capabilities to produce products to resell later. all Products produced are in a catalogue that other entity can see , so far i developed just to let the entity purchase what she wants, still need to be developed to producing product etc.. To make the entity moving to buy product if needed i implemented a new order in unitAI Component, i called it "Shopping", which let the entity once she working checking if she has need, if there are producer with available product around and in case if go to them, buy the product, stock them and go back to work . Also For the Visual Part and GUI, i added the 8 product category for Entity Consumer in the left panel so to have a track of what the entity has in stock(you can see the tooltip) and the balance of money of the entity is showed on top of the head of the 3d woman and also in the central panel, where there is a more specific description with tot amount ant max capacity. Money resources are instead tracked in the top together with all other resources. Also i added one new animation once the entity approach the seller, is just a start but at least she do something like paying cash.( Is the third picture, i used another woman as a producer cause i don t have now 3d model of vendor to use) All the Code of the Mod is freely available in this dedicated GitHub for who is interested to partecipate on the development don t hesitate to contact me. Please give me Ideas and Feedback
picking a proper starting woodline and properly positioning storehouses and other buildings is vital for optimal economy growth and security. proper woodline(s) management is vital for proper men and women positioning early,mid and late game. 1.everything about first 0-5 min. 2.middgame(after first few min) to till u reach p3. 3.endgame(after p3) 1.to start with your first woodline will significantly impact your economy and security. usually you will want to pick a patch of wood around the border instead of opting for placing your first storehouse near cc wood but exceptions apply.ill note thoes later. prioritize following factors listed from most important first: 1.how close the wood patch is to your cc 2.the size of the wood patch 3.the position of the wood patch 4.i forgot something while scrolling up to add hope i remember. 5.properly rotate and position the storehouse to be close to as many trees on the surface as possible. now of course you must pay attention to all 3 of these factors and alot of point 3 is better than a slight bit of point 1 but the significance based listing still applies. woodline.png shows several options. here based on 6 total options including the cc wood option 1 is the best as it is the closest to the cc and has a large amount of wood. its most important to pick a woodline that is as close to cc as possible.while these factors may not cause significant difference to less expirienced players its best to learn the most optimal ways from the begining.closer the woodline is to cc the less distance your units will have to walk to security if you get rushed and choose to retreat.many times if you pick the incorrect woodline you lose by default if you get cavrushed assuming both sides play without making any errors you just wont have the time to reach security. i recomend placing house(s) next to but not in the line the new spawned units have to walk form cc to the wood.if you were to place it on the line you would hurt your eco by hindering your units from quickly going to the woodline.also do place the houses within your cc arrow range so that if the enemy tries taking the houses your cc will damage their units.if this happens also consider trying to garrison the house under threat with women but only if enemy units are that of a low range type and only if your women can safely garrison.you place your houses like this so that you can do the garrisson>ungarrison trick with wood women if enemy rushes to decrease the distance you need to travel to cc and to increase the security.also the buildings will block the enemy from taking the shortest route to your women when he is rushing as you can see with the pink start representing enemy rush units and the red line representing the detour they have to take. for a barack you can use it as a blockade same as the upper house in that picture or you can place it above or around the woodline as barack can be a powerful defensive tool.it is quite difficult to take assuming you at least have a small part of the mencount of the enemy rush army.dont know the exact proportions but with barack garison>ungarison trick as a threat enemy will think twice before getting close to your baracks as you can quickly ungarison your units onto the enemy units gaining the advantage in certain scenarios. the size of the wood patch is self explanatory its value is that you can load it with more men and itll last longer before you have to switch lines compared to a smaller wood patch and by this it gives an economy advantage as you have to pay the toll of switching woodlines later than you would have otherwise. the positioning implies that you want to have the woodline as far away form the enemys potential line of travel as possible which basically means you want it at the back.the enemys line of travel is : assuming your enemy is competent:first he will know where your woodline is before atacking you.then he will engage inbetween your cc vision range(larger than attack range ccvision:blue) and your woodline mens vision range(pink) from either side of the 2 circles intercepting. this will allow the enemy to get as close as possible before you see him and to be as close to cutting off your wood units from security as possible. as the enemy will come from his cc the shortest route will be if you have your woodlines on the sides where he can intercept them by just taking a direct line and they are quite close as they are somewhat upfront. the front woodline is slightly better but pretty much the same as enemy has to go around it and to the side which wastes slightly more time as they have to walk around a circle that is slightly larger than your potential vision so they wont get spotted by the rule of thumb of not seeing any of the wood on that line>you cant see them.still these 2 options are near identical. the best one is the back wood as it takes the enemy far longer as the distance is longer and every second counts in 0ad especially in higher level games. last bit for the early positioning is the cc wood.if conditions are abysmal and you have no close woodlines(lets say overlaping the teritory by atleast the width of one 10 pop house) and your cc wood is large enough(atleast 5 trees (1k wood) or more) you might choose to place a storehouse at the start on the cc wood but this is horrible as your cc wood is your lifeline in case you get rushed of secure wood to cut and if you deplete it form the start and get rushed you will have nothing.just remember to keep scouting and stay vigilant if you use up ur cc wood as if you get rushed youll be in a bad position.otherwise as well cc wood storehouse hurts eco as youll ahve to get an another storehosue quite quickly in few min after the few trees near ur cc run out. 2.midgame woodlines. this is where youll most likely start to need second,third and maybe even fourth (if you are really unlucky) patches of wood utilized by your woodcutters. basically you shouldnt overcrowd a woodline as units will need to walk to a single storehouse and if overcrowded will be bumping into eachother ruining efficiency.optimal limit depends on specific civ storehosue size,woodline size and specific wood layout. a good rule of thumb is to literally never put more than 30 units on a single woodline or atleast depositing on a single storehouse. its best to start a new woodline after 20-25 units are on the first one.this may vary mainly depending on woodline size but also on storehouse size. when picking a second woodline make sure to place it with a path in mind. both woodliners must as game progresses emigrate to the front slowly but surely as you want your units as close to the enemy as possible during the late game for a variety of reasons.for example in this case: if your first woodline 1 is at the back you wanna imagine future migration paths forboth woodlines.had you placed your second storehosue closest to the first one the first line would have to walk longer to a nearest lone and this is especially bad if your first woodline isnt at the back and you block the front adjacent line forcing ur first line to move back upon exausting the wood patch.but i wont draw that i just wanna finish at this point. also make sure to have proper map awareness and secure the awareness of the p3 woodlines by patrolling and placing watch towers not to get denied proper woodline positionging late game (see the late game section for more) this is especially important against colony civs as they can very quickly build leaving you little time to prevent and this is one of the reasons you must have front placed men even during a large part of the middle game so they reach intime to defend you phase 3 reachable woodlines,place baracks at the front not the back at this stage. also dont be afraid ot get baskets if you have overcrowded woodlines and no better options. 600 res is often worth it to reduce the walktime.im gonna guess that you can place proportionally more units so if max was 30 and u boosted capacity by 50% u can place 45. 3.endgame at this point the relevance of mapcontroll skyrockets as you are going through woodlines like one of thoes advanced deforestation machines.you have alot of woodcutters and the 50% efficiency upgrade so you can easily run out of not only properly positioned wood(where placing men is good as if enemy atacks you an respond well where your men arent out of line of defending your key points cc,baracks,caslte ect/) anyway at this point you wanan make sure that you will have proper woodlines by also patroll and outposts so enemy wont palce a civic building or tower your woodlines.you can ofcourse do these thigns to hurt your opponent as well.here its a good idea to have some units preferably largely women for total eco viability as back then it wouldve cost far less to get women and now you can send most of your men to atack instead of having men cut wood while other men fight or having to move women from farms.anyway its a good idea to have a group of units cutting wood from the back,out of position as this boosts your total wood avalibility by you spending less of the well positioned wood and as this little group consisting partly of women being out of position wont hurt your security in any significant manner. if you see that in the future you wont have optimal woodlines either reach for some by palcing buildings on the edge and building to the woodline over time or place a civic building if you think thats the right move.most importantly you must decide and notice in advance as if you run out when the time comes withotu any prep you will be in a bad position disadvantaged by having either no woodline or a bad one at the back.and when enemey atacks your units wont make it in time and youll lose :p. hope this helps heres my donation adresses bitcoin- bc1qhp8xa956p2veyd0mmf328tp2rmmuuvez5cnxlz monero - 84iSSAx1H6mWG7z49sgcBe7ZWfLHoQp4TCMcpnq94KZpGPKqRehMZ8LeKMpADRaiCEMSJKmcueLU1HLtPTqu6nDQRQDNU9o
GunChleoc posted a topic in Introductions & Off-Topic DiscussionWidelands Build 20 Released The Widelands Development Team is proud to announce the immediate availability of Widelands Build 20. Widelands is a free, cross-platform economy strategy game in which players control the fate of a small tribe that can grow into a big empire, in a style of play that is unique in the open source world. Since the previous release, we have implemented over 400 features, code cleanups and bug fixes. Build 20 features a new tribe – the Frisians – as well as four new campaign scenarios and a new “Barracks” building for recruiting soldiers. Also, the AI has been rewritten to use a genetic algorithm. The user interface comes with new features that make it easier to use, like map zoom, dropdown menus, a new ships list, and improved keyboard navigation. Build 20 also continues the behind the scenes cleanup, polish and modernization that was started with Build 19. There have been additional improvements to the stability and performance, as well as numerous bug-fixes. PeerTube Trailer Full announcement on Widelands Homepage