View Poll Results: Are you satisfied with building progression and its impact on the economy?

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  • Yes

    6 7.41%
  • Yes, but it can be improved.

    45 55.56%
  • No

    30 37.04%
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Thread: Research needed on the Economy!

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  1. #1
    Myshkin's Avatar Centenarius
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    Default Research needed on the Economy!

    Hello everyone,

    I am about to release another stand-alone mini-mod (Total Economy). This time my area of focus will be building management and its impact on the economy.

    Playing the campaign again and again, I have noticed that the law of diminishing returns applies to the buildings.

    Specifically, I have noticed:
    • High level farms and trade centres, as well as many other non-financial buildings cost a whole lot of gold for an over 250 turns payback (i.e. merchants quarter may often have a payback over 500 turns).
    • Low level 1-3 non-military buildings are usually the most efficient within a frame of 150-200 turns, which the campaign lasts.
    • Almost explicitly high level non-military buildings are not needed. It seems they only exist to sit there and look pretty.
    • I click them randomly when I have too much money and try to conquer the whole map.
    • Corruption may often work out to incredible sums without offering any option to the player to counter it, or apply any particular building management strategy to reduce it. Often corruption may exceed 60% even with an optimised capital location, with a good governor and all the series of "town hall" and "town watch" buildings constructed.
    • It is obvious that many buildings have been designed with an agent orientated purpose. Since, many agents have been removed buildings like high level "trade centres" and "temples" do little, or no good.
    • The buildings are not balanced. Some buildings are incredibly overpowered for little money (such as merchant warf series and low level 1 mines), while some others are incredibly underpowered for a ridiculous amount of gold (10k+ for a profit margin of 20gold/turn...).
    What I would like to do:
    • Rebalance all buildings (no more stupid 20gold/turn profit for a 10k building, no more 500gold/turn for a 2k building!).
    • Make high tier buildings much more attractive comparing to low tier buildings.
    • Offer building management strategies to counter extreme corruption (e.g. an organised road and port network may effectively decrease the distance to capital and provide safer and better means of transportation, and hence reduce corruption. A university may attract more people towards education and studies and provide a small bonus against corruption and crime.)
    • Encourage the human to spend more time on building management.
    • Do it in a way that will not spoil the balance of TATW 1.3.
    • Keep it "light" so anyone can combine it with any other sub-mod.
    I would appreciate your feedback. As always, I will implement all good ideas which are realistic.

    Many thanks,
    Myshkin
    Last edited by Myshkin; December 03, 2009 at 02:54 AM.
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  2. #2

    Default Re: Research needed on Economy!

    Dont give flat +money to ALL buildings, instead add modifiers like "10% increase to mining"

  3. #3
    cedric37's Avatar Why Not ?!
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    Default Re: Research needed on Economy!

    That is a very nice idea my friend!!! thumbs up!
    I will help you if you want; i already know how to tune some parameters (did it for my mini-patch).
    Again, very good idea, today like you said 95% of the non-military buildings are useless.

    Also to improve economy, you need more resources, now on the map there are so few resources. Where are the slaves and iron resources in Mordor ? There should be a bit more resources quite everywhere; now the map seems quite empty of them...
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  4. #4
    Myshkin's Avatar Centenarius
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    Default Re: Research needed on the Economy!

    @ Kap We agree. I will not give flat money. I am also against it.

    @ Cedric37 Many thanks mate! I am always open to ideas. BTW I was thinking of disabling farming income for every winter (once every 4 turns), do you have in mind which variable controls the winter? Before someone complains I will boost high level farms, so the income will work out about the same.
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  5. #5
    cedric37's Avatar Why Not ?!
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    Default Re: Research needed on the Economy!

    Hi Myshkin,

    For winter / summer tuning of farming income you will have to set a variable during the "winter" event let say to 0 and set it to 1 when summer. Then in the EDB, just add the condition to the farming level:

    E.g.
    farming_level 1 requires event_counter is_summer 1
    The variable must be created and triggered in the campaign_script.txt (this won't be save-game compatible).

    Cheers,
    Cdric.
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  6. #6
    Myshkin's Avatar Centenarius
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    Default Re: Research needed on the Economy!

    I reckon KK has already such a variable, since there is winter and there are movement penalties. Got to find it though... So, I think it will be savegame compatible.
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  7. #7
    cedric37's Avatar Why Not ?!
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    Default Re: Research needed on the Economy!

    Then it is nearly done
    ^^
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  8. #8
    Myshkin's Avatar Centenarius
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    Default Re: Research needed on the Economy!

    if I_CompareCounter quarter == 4
    console_command season winter
    Got it, KK is such a brilliant lad.
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  9. #9
    cedric37's Avatar Why Not ?!
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    Default Re: Research needed on the Economy!

    Quote Originally Posted by Myshkin View Post
    Got it, KK is such a brilliant lad.
    I am not sure that this console command can be useable (something to test or maybe someone knows the answer). You can try :

    E.g.
    farming_level 1 requires season summer
    But i doubt it will work without the use of a variable...

    In this case, in the campaign script maybe you will have to add:

    if I_CompareCounter quarter == 4
    console_command season winter
    set_event_counter is_summer 0
    .....
    if I_CompareCounter quarter < 4
    set_event_counter is_summer 1
    Something like this i think.
    Patronized by y2day/Patron of KDK, Swagger & Navajo Joe, of the Imperial House of Hader



  10. #10

    Default Re: Research needed on the Economy!

    building capabilities from Alpaca's tutorial;
    Spoiler Alert, click show to read: 

    amplify_religion_level
    archer_bonus
    cavalry_bonus
    construction_cost_bonus_defensive
    construction_cost_bonus_military
    construction_cost_bonus_other
    construction_cost_bonus_religious
    construction_cost_bonus_stone
    construction_cost_bonus_wooden
    construction_time_bonus_defensive
    construction_time_bonus_military
    construction_time_bonus_other
    construction_time_bonus_religious
    construction_time_bonus_stone
    construction_time_bonus_wooden
    fire_risk
    free_upkeep
    gate_defences
    gate_strength
    gun_bonus
    happiness_bonus
    heavy_cavalry_bonus
    income_bonus
    law_bonus
    mine_resource
    navy_bonus
    pope_approval
    pope_disapproval
    population_growth_bonus
    population_health_bonus
    population_loyalty_bonus
    recruitment_cost_bonus_naval
    recruitment_slots
    recruits_exp_bonus
    recruits_morale_bonus
    religion_level
    retrain_cost_bonus
    stage_games
    stage_races
    taxable_income_bonus
    tower_level
    trade_base_income_bonus
    trade_fleet
    trade_level_bonus
    upgrade_bodyguard
    wall_level
    weapon_artillery_gunpowder
    weapon_artillery_mechanical
    weapon_melee_blade
    weapon_melee_simple
    weapon_missile_gunpowder
    weapon_missile_mechanical
    weapon_naval_gunpowder
    weapon_projectile


    Here are some more building capabilities;

    Spoiler Alert, click show to read: 
    agent merchant 0 ; therefor spy, assassin, diplomat, princess, priest, heretic, witch, inquisitor will all work also.
    agent_limit merchant 1
    armour 1
    farming_level 1
    recruitment_time_bonus_naval bonus 1
    road_level 1
    weapon_bladed 1
    weapon_missile 2
    weapon_siege bonus 1
    weapon_simple 1


    I am most interested in recruitment_time_bonus_naval bonus 1 because if the naval part can be changed to infantry, or cavalry, ect it would allow so many new options!

  11. #11
    Myshkin's Avatar Centenarius
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    Default Re: Research needed on the Economy!

    We can do this! Such as what options Archaon?

    Hmmm... ships would have to change class though. Which is the purpose of this?
    Last edited by Myshkin; December 03, 2009 at 03:03 AM.
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  12. #12
    PSIHOPAT's Avatar Senator
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    Default Re: Research needed on the Economy!

    Are you satisfied with building progression and its impact on the economy?
    My vote is...NO!!!
    Last edited by PSIHOPAT; December 03, 2009 at 03:16 AM.

  13. #13
    Myshkin's Avatar Centenarius
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    Default Re: Research needed on the Economy!

    OK I think I got it done

    I've used event counter too, but it's not savegame compatible like this.

    The amount of feedback we got so far terrifies me...
    Last edited by Myshkin; December 03, 2009 at 06:45 AM.
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  14. #14
    cedric37's Avatar Why Not ?!
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    Default Re: Research needed on the Economy!

    You don't need a lot of feedback, just quality feedback...... ahemmm, ok i've left.... ^^
    Patronized by y2day/Patron of KDK, Swagger & Navajo Joe, of the Imperial House of Hader



  15. #15
    Myshkin's Avatar Centenarius
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    Default Re: Research needed on the Economy!

    So true... yup, leave quickly. You got work to do!
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  16. #16
    cedric37's Avatar Why Not ?!
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    Default Re: Research needed on the Economy!

    Hehe, i have already done the job... have you something else to give me ? argllll, slaver !!

    But surely the thing to improve overall economy is to add resources on the map: no resources -> no trade income, even if you build markets, if you have nothing to sell or buy............... guess what ?
    ^^
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  17. #17
    Myshkin's Avatar Centenarius
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    Default Re: Research needed on the Economy!

    I have found another way, I have modified the farming and trading threshold levels.

    There are some resources at "descr_strat.txt" in "\Third_Age\data\world\maps\campaign\imperial_campaign" folder. Could you please try to add some more, while I fix the markets?

    If you spare the time...

    Farms are running, high level farms are much sexier now, while winter halves the crop production.
    Last edited by Myshkin; December 03, 2009 at 07:29 AM.
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  18. #18
    cedric37's Avatar Why Not ?!
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    Default Re: Research needed on the Economy!

    We 'll need to discuss where to add resources and why also; before starting to add....

    Some quick suggestions:
    - Mordor: slaves, iron.
    - Gondor: marble, silver.
    - Harad: silk, spices.
    - Rhun / Rohan: cereals, horses.
    - Vale of Anduin: pelts, fish.
    etc.

    You are all welcome to add your suggestions !
    Last edited by cedric37; December 03, 2009 at 07:38 AM.
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  19. #19
    Myshkin's Avatar Centenarius
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    Default Re: Research needed on the Economy!

    A JRRT adict would have been so useful now...

    I am happy to discuss though.
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  20. #20
    cedric37's Avatar Why Not ?!
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    Default Re: Research needed on the Economy!

    Also use your logic, JRRT did not described in details what dad and mum do when they are left alone in their bedroom, yet everybody knows what they might do (they play cards.... yes that's it!!). The same here, what do you expect each region might have as "logical" resources. I said for example pelts + fish for the anduin vale, this sounds logical but maybe someone get a better idea (or we could add wood also etc).

    Please help us!!
    Patronized by y2day/Patron of KDK, Swagger & Navajo Joe, of the Imperial House of Hader



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