Basically it stored a variable whose value represented the total trade volume, and it incrementally optimized that value by either increasing or decreasing it based on price differences of trading actors. Previous model worked based on a concept of incremental optimization. Also worth noting that their home node does not need a merchant, providing a guarantee of intersector trade in a tag's home node. This empowers them to trade with all other sectors in those nodes if relations permit. In this example, Fars has merchants in four surrounding nodes. Therefore, I also had to change how trade itself is conducted once trade links are established. It meant that trade routes are more dynamic and less stable. This change, which puts the burden of opening and maintaining trade routes on the state, is a radical change from the previous model of provinces forming trade routes on their own. If the owner of sector Z has placed merchants in all 3 nodes but does not own any node B, then a trade link cannot be formed between sector Z and X. If the owner of sector Z has placed merchants in all 3 nodes of A, B and C, and if it is also the owner of sector Y, then trade link is formed between sectors Z and X through sector Y. If owner of sector Z has placed a merchant in both A and B, then trade link is formed between sectors Z and Y. If 3 nodes A, B and C have vanilla trade connections that's set up like A -> B -> C. There also exists 3 sectors Z, Y, and X, where Z is in A, Y in B, and X in C. It is created when there exists an unbroken chain of merchants placed in tradenodes between two sectors.įor example, suppose there exists 3 nodes A, B and C. A trade link is created and maintained by states. After that, each sector can do trade with other sectors, which greatly reduces the number of possible trade links.Ī sector can trade with another sector when it has a trade link between the two. Sectors avoid the need for each province to conduct foreign trade on their own by grouping provinces together. It is defined as a set of provinces that are within the same tradenode and share the same nationality. Let's start with sectors.Ī sector is a new addition to the new trade, which is basically just a set of provinces. I made it so that you can interact with it, and I made it resilient so that it can withstand a lot of abuse. The main focus of new trade, therefore, was in addressing those problems that I just pointed out. It was a mistake on my part which cost me both time and emotions. You could barely interact with it, and it was so delicate and unstable that one wrong move and it fell apart like a house of cards. That's because for a long while I was focused not on creating a fun system for players to interact with but was focused on instead creating an elaborate and intricate simulation. How goods travel between different regions of the world has changed rather drastically as development progressed. Note: The first two sections, Trade and Production, are written personally by KJH, lead programmer on economy. I do hope that you enjoy this toblerone-sized dev diary. In response to this agonising delay, we’ve prepared a hybrid dev diary: One part a Trade/Production diary on the new systems (yes, third iteration) we’ve designed, and one part a summary of all the other new features, which will receive their own dev diaries in the near future. But do not despair, the second great dev diary drought is over. 3.0 is the next version of M&T, and 3.0’s probably worth reintroducing considering it's been so long since the last update on how its systems are progressing along. Welcome to the newest version of M&T, still 3.0, but with enough work you could think otherwise.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |