I decided to publicly discuss PI's economy in this thread which hasn't been touched yet in current open beta. My goal is to make realistic and historically correct economy that will make playing the mod much more interesting.
You are all invited to debate in this thread and thus make the PI's economy as good as possible.
HouseOfHam adviced me on what to do to reduce global income and pupulation growth which are by our users reported to be way to high in current beta:
All those things need to be adressed in order for the final product to be the way that it should be. Some are already being worked on - Benz282 works on higher unit upkeep in EDU for example.population growth:
- Get rid of the grain resource (in descr_strat.txt)
- Reduce base farm level (in descr_regions)
- Reduce public health bonuses from buildings (in EDB)
- Reduce anti-squalor bonuses from traits
income (much the same):
- Increase unit recruitment and upkeep costs (in EDU)
- Increase building construction costs (in EDB)
- Lower trade value for resources (in descr_sm_resources.txt)
- Lower trade income / farming income bonuses from buildings (in EDB)
- Reduce base farm level (in descr_regions)
- Reduce management/tax collection/trading/mining bonuses from traits
- Add more bad harvests to descr_harvests.txt
Since current buildings are more or less only provisional and non-diversed I for now would not yet change building bonuses (since building trees might change in future) but would start at the basics of all the economies - RESOURCES.
It is reported that you can't really add completely new resources to existing vanilla ones but you can change the vanilla ones into something else.
Here is the tutorial of how to do this:
http://forums.totalwar.org/vb/showpo...56&postcount=3
The vanilla RTW resources are:
- iron, wine, marble, timber, glass, hides, tin, copper, lead, pottery, silk, textiles, grain, amber, purple_dye, wild_animals, wine, olive_oil, incense
- mining resources are: gold and silver
- unit resources are: camels, elephants
- special resource: slaves
Let's do brainstorming - which resources should stay in and which should be changed/renamed? Which were historically most important and traded in the area our mod covers. I haven't yet read much about the matter so I need you to give advice. Did I mention that +REP will be given to the ones that will give comprehensive input?
The goal of historically correct resources is that Paeninsula Italica will have them in every region on the map and thus make for an interesting gameplay. Veneti for example would have more gold then others, Ligures would have more hides etc.
We should be grouping resources into geographic regions so that Liguria has mainly hides but only few other resources for example as SigniferOne suggests. It will be thus easier to keep track of which resources you have in your empire and are the most important for your economy.
We have to discuss then what regions should have what resources after we decide on what resources we will have. To simplify it you can suggest like: "I think Ligurians should have hides."
In order for resources to make any noticable difference in gameplay we will need to lower considerably the income that comes from other ways like farming and tax input but that can be done after resource project is finished. Trading back then really made huge profits, sometimes even more then everything else in certain regions!
Second step is to considerably raise values of resources and make a distinguish difference between different resources: wine needs to have considerably lower price then gold for example. (Question - can resource values be higher then vanilla's 15?)
Okey guys, the stage is set for us to discuss the topic - come out with suggestions...