Do you know if its possible to import the economic system from Empire Total War and to adapt it for your mod ? Or its too complex and we need wait a futur Roma Surrectum III for ETW ? lol
Do you know if its possible to import the economic system from Empire Total War and to adapt it for your mod ? Or its too complex and we need wait a futur Roma Surrectum III for ETW ? lol
RTW 1 fan - betrayed, disillusioned, disgusted with Rome 2.
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Nah, I think one of them is going to sleep, a few others are going to sit back and many of them are actually going to play RSII for a while![]()
Very nice ideas! Cant wait when release this game.![]()
Sounds pretty cool, but will there be an option to turn on the regular economy per se, sometimes I don't feel like micromanaging everything. Most of the time I enjoy it, but it'd be nice to have the option to turn it off.
There's no "regular economy" though ... it's really very much different from RS1.6, if that's what you were thinking of by "turn on the regular economy"
In the general "Main/All factions" campaign, you might be able to get along with auto-manage if not on harder difficulty levels (since you're operating with the same system the AI will be).
Automanage will probably will not work for the mod folders, where it would be useful to have an idea of how the city types work and in particular the whole income-public order-recruiting triangle tends to go (in modfolders,, the AI has it easier with all of these ... in fact it can do them all >___>). Especially on harder campaign mode, it should be interesting to out-strategise the AI
Sorry, no such option.
Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
R.I.P. My Beloved Father
I'm sorry but this sounds really stupid. I think you should make it an option to have the economic system like that. Its a pain in the ass as it is, don't make it even more a pain. It will take me a year to finish one campaign.
You do realize that making an economic system means redesigning how everything works building wise and that to include an option that reverts back to the old system will undo years, yes years, of work the team has put in.
The new economic system isn't a micromanaging hell. It's just a more refined system from the one in vanilla
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We will be happy to get feedback from all of you once RS 2 is released and you have played trough the game.
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This new system, it seems, will be great. I always thought that the game is lacking a better economy system. Well done!
I think those are excellent ideas for the economic system. I have two questions: Do you mean that after capturing a city, the player can choose to apply the already existing trade benefits of that particular city to an "AOR area" (cultural influence etc.) or is it automatically done by the AI? As you say, in reality it would take a while until a recently conquered area would create income. So, my other question is if it is possible to simulate this by, let's say a kind of penalty, meaning an already existing harbour would give a player not immediately access to trade routes but only after two turns, for example.
Each faction has an area where it will make the most money...this is coded into the economic system. For example, Rome will make a LOT of money in Italy and Sicily...but conquered territories will need a lot of work to make them profitable...and you still won't get as much as the original regions you start with. This is a system I started in RS1.5...that, admittedly, didn't work as I hoped....but has been greatly refined in RS2. The basic idea behind this is that you have to work for your money....you have to build economic buildings. You need to choose whether you want cities to be 'economic or military'. And the system endeavors to correct the built-in tendency of RTW to give you more and more money as you expand. In RS2, the goal is to have enough to make good choices, build decent armies, improve cities...but not always, and not everywhere. With population control buildings (which now work) you can basically 'freeze' a city or town at a certain level if you wish. So everything doesn't 'have' to become a 'huge city'.
The player has a lot 'more' control over things, but only to a certain extent.
Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
R.I.P. My Beloved Father
I see, thanks for the explanation. If that all works out, wow, that'll be great!
More micromanaging, the better. Then you can feel, you are in charge and it really matters what you build in your cities.
Thank you RS team
I agree. Micromanaging makes it more interesting!
'Ik Zal Handhaven.'
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That shouldn't be the case in RS2 as:In vanilla and all mods I've played the biggest problem of gameplay was the fact that after a certain number of turns the other factions suffered bankrupcy.
1) Much of a faction's income comes from a few "core" settlements - this remains pretty constant as the faction expands
2) AI factions that start running into trouble financially get bailed out by the background script, particularly if they start losing territory
The result on the whole is that as you push into other factions' territory they actually in a sense become stronger and more resistent, ultimately recruiting emergency "levy" armies (although they're generally somewhat better than just levies, more like well-balanced standing armies) in defence of their homeland.
We've actually seen where these 'Levy' armies will take back lost settlements...and\or terrorize you trying to do so. So you won't be bringing one lone army into another faction's territory and taking a region without a good deal of opposition if it's one of their 'core' regions.
As for the economic system being 'stupid'....well, beauty is in the eye of the beholder I guess. I\we (as a team) have all as one believed that RTW's 'economics', if you could even remotely call it that, was a joke. And yet, it is an area that absolutely historically drove all the conflicts of this era. Rome and Carthage were fighting not because they just loved to fight, but because the winner took control of the entire economic system of the seas. The economics of the silk, spice and incense trades, dyes, olive_oil, wine....all of these things drove empires to fight for control of, and domination over these things.
But RTW had a lame, behind the scenes, money making scheme on autopilot that just poured money in your treasury while you did nothing to earn it. You gained the benefits of capturing economic buildings you didn't pay for or build, and by and large there were only very clunky ways to control income that either made your bankrupt or swim in money.....RTW jusr didn't HAVE a method of economic control.
Alavaria took a concept I started and took it to a new level. It works 'admirably'........it could be fine tuned and made better, but it would take 1000's of playing hours to do it, and we have no such time. So we'll let all of you do it.But even as it is, it's a light year, a hyper jump, and a couple galaxies better than old Vanilla was.
At least you have a feeling that you are actually affecting something by building and thinking....and in fact you are.
Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
R.I.P. My Beloved Father
nice! and after the release and 1000 hours of playing you will get feed-back and afterwards you will make a step further in improving the economic system! good plan! Hope Sega and CA will learn something from all this wonderful mods that made great progress throughout this years! Untill then I am convingenced RSII will be a step further!
Last edited by Visarion; March 13, 2010 at 05:22 AM.