| ||||||
| As you have read in the previous post it is essential to produce enough knowledge to keep up with your enemy. However, money is possibly even more important! One way to generate money is by raising taxes on your citizen. But too high taxes might lead to unrest in your provinces. There is another way to get money, and that's trading. Every province has one of the 11 resources. Every resource enables or improves something, for example metals enables heavy infantry and wine improves public order. There are also three resources which just improves the income of the province, for example gold. I hope I created a smooth interface for trade. It was kinda hard to make it easy to use but I think I succeeded. Here is an example of the screen: I'll explain what you see. In the top you see the buttons of all 11 resources. You can select the resource you want to create another traderoute for. The buttons also have a small icon in the right bottom. That icon shows if the resource is produced in the selected province or not. In the selected province metal is produced. The other resources have an icon indicating if the resource is imported. On that screen none of the resources is imported.In the screenshot we have selected gold. You see all provinces that produce gold. There are 5 of them, but only one of them is green. Red means we don't have trade access with the faction that controls the province. Diplomacy is needed to be able to trade with other factions. We do have trade access with Carthage which controls the southern part of Spain, so we want to import gold from there. You can see the cost of the route, which is calculated by distance. So what happens if you create the traderoute? Here you see that we created the traderoute. We are now importing gold. Since the last blog update I changed some things. Now there are only 4 types of workunits: the farmer (food), the citizen(taxes), the merchant(import) and the scholar(knowledge). For every merchant you have you can import one resource. Another restriction on trade is on the export side. I added another building type, the market. Every upgrade of this building enables more export routes. Where is the money earning part? As you can see importing costs money in a province. However, the exporting province gets an income bonus. This means that when you import from an foreign country you lose money but when you own both provinces you get money in the exporting province. There is also the positive effect of the imported resource. Some resources simple add an income bonus, but others will for example increase public order so you can raise taxes, or reduces food demand so you can convert farmers to citizen. Now let's look at the export. Again we look at our province Etruria. The province produces metals, and you can see it has three export routes. I still have to program the influence on income and public order but the basic programming on this feature is finished. I hope you like the tradefeature. I will now slowly start working on the AI which is a nightmare for me. I managed to create a decent AI for Imperial Domination 1 but it was quite slow. In this game there is a lot more to think about so I'm afraid the ending of a turn will take a long time. I do have some other techniques in my mind though, so I hope it will work out fine! | Comments Leave a Comment |
|||||





