[MOD/WIP] Economy Mod Alpha V0.48

also known as Terraziel's I got bored yesterday mod

READ EVERYTHING BEFORE USING

First things first, this was created using the latest MP enabled beta patch, so i can't vouch for it working with anything else, that said it is Single player only.

Secondly, Only try this mod if you know what you are doing, whilst installing it isn't actually that complicated or dangerous it still involves dealing with core files. ie you will break your actual game if you manage to screw things up.

Thirdly, it's an Alpha, so no knew art\tiles\icons (because i suck at such things) so lots of hovering over icons and using the encyclopaedia thingy will be needed. and for the time being this is Empire Only, because that's what i play as mainly so that's where i started.  


Alright on to the mod itself...basically i got bored yesterday and decided to redo large parts of the economy, there are more resources, a lot more upkeep, and general changes so that you have to think about what you are doing more. Whilst the system is more complex I'm trying to balance things such that it's not..... oppressive. So some Specifics....

 
Food

There are now multiple types of food, each of which is 'required' for different levels of housing (described later), the various types of food resource (ie fertile land, fruit grove, etc) provide the different food types in varying degrees (including not providing it at all). 

  • Scavenged Rations - your basic level of food, available pretty much every where in small degrees. used for military rations, feeding horses\wargs, and feeding all your population - provided by all food resources, and through other means.
  • Basic foodstuff - the next stage up, still pretty much every where, used in providing better housing. provided by about 85% of food resources
  • Foodstuffs - more rare,  again only used in providing better housing. provided by about 50% of food resources.
  • Luxury Foodstuffs - very rare - again only for better housing, provided only by twilight bees, and enriched land.

Housing

Housing, is due to the food requirements, a lot more involved when trying to level cities, there are 5 levels, only 4 of which you can build, and you are limited to 3 of any type of house per city (this is not how i would like the system to work, but city upgrade levels don't seem to like being something other than population, or at least they don't like custom resources, so we ended up with a strange population storage calculation). 

  • Level 1 housing - Hovel, requires 1 scavenged rations to build, provides 1 prestige, 25 population store. automatically turn into level 0 housing at city level 3
  • level 2 housing - Shanty, requires 1 scavenged rations, 1 Basic foodstuffs, provide 2 prestige and 25 pop store. needs to be researched
  • level 3 housing - (Unnamed, still uses hovel tile), requires 1 of the first 3 food types, provides 3 prestige, and 35 pop store. needs to be researched
  • level 4 housing - (Unnamed, still uses hovel tile), requires all 4 food types, provides 4 prestige, and 35 pop store.
  • level 0 housing - Slums, unbuildable, requires 2 scavenged rations, provides 50 pop store, but take 4 prestige - Hint - careful management of your slums, can make leveling up cities easier, or if you ignore them, considerably harder.

Lumber

First note, "materials" don't exist anymore. Lumber is a globally stored, primary resource, and is mostly gained from forests, yes you get to build timber mills on all those pointless forests now, 3 per city atleast. Lumber is used in the following ways....

  • Basic construction material, with a few exceptions every building requires lumber to buid.
  • Lumber is converted in to "simple weapons" (a resource, again further info later).
  • Lumber is converted in to "simple armour" (see above), for the record, yes i know it's stupid making leather things out of lumber, but it seemed pointless to add the extra resource just for the sake of it as you would still be getting the leather from the forests anyway.
  • Lumber is also used in the production of metal weapons and armour, think fuel for the fires of industry....
  •  Lumber is also used for the upkeep of defensive buildings, and the harbour.

Yes, that's a lot of uses, but trees are pretty much everywhere. HINT - at the start, building near trees is probably more important than building near the Fertile Land

Stone

Globally stored, Gained from stone, clay and marble, used mainly in building more advanced (level 3 city+) buildings, also used as upkeep for the "Castle" defensive building.


Military Equipment

Equipping your military just got more complicated, and yet still stays surprisingly simple, there are 5 types of military resource, all stored per city, all created by city buildings from other resources.

  • Simple Weapons - used in non-metal weapons, except for the basic club and staff, which are just lumber. made from lumber
  • Simple Armour - used in leather armour, also used in accessories, made from lumber
  • Supplies - these are used 1 per unit, and are generated from food, the way it is currently set up is that you convert 1 scavenged rations, in to 2 supplies per turn - the initial Pioneer and peasant don't use these so that you aren't gimped from the start.
  • Metal Weapons - self explanatory, production requires lumber and metal
  • Metal Armour - self explanatory, production requires lumber and metal

 The way it all fits together is fairly simple, each individual item only costs 1 of whatever resource, the upshot of this being that fitting your troops with armour is a lot more costly than giving them weapons.

General Changes and Notes

These are the more general changes, a couple aren't implement fully yet. as well as notes on things i haven't linked up yet.

  • Metal - used in more advanced buildings, and creating metal weapons (as noted previously)
  • Gold - Removed completely.
  • Crystal - pretty much the same, except that certain magic buildings (currently only the temple of essence) will require a constant supply
  • Trade Goods - New, used as a sort of half-way house between gold and diplomatic capital. not implement properly yet.
  • Food resource multiplier buildings - these only effect certain of the food types.
  • Talents, abilities, histories - None of these have been changed to correctly use the new resources.
  • Descriptive Text - Mostly unchanged. encyclopaedia entries are the only real way to find out what does what.
  • City Resource Screen - This doesn't show custom resources, the full city info screen does though, so use that.
  • Locally stored resources (Military Equipment) - I have found no way of making these show up their current totals, so whilst you will be gaining them there is no way to find out your current totals.
  • I seem to remember having changed something's between when i uploaded it, and when I finished typing all this out. but I'm not sure what it was.

 Download Link

Installation Instructions

  • Browse to the directory where you installed Elemental
  • Browse to the Data subdirectory, make a back-up of the "English" folder, yes the entire thing. i recommend simply renaming the "English" folder to "English - Backup"
  • Place the "English" directory located in the mod's zip file in the Data directory.
  • Go back to the main Elemental directory.
  • Run DataZip.exe, it will open a blank window for a few minutes, don't worry it is actually doing stuff.
  • You're done. simply running Elemental will run the mod

 

Uninstallation Instructions 

  • Delete the modded English directory from the Data folder
  • rename "English - Backup" Folder to "English"
  • Run DataZip.exe again.
  • Done.
35,277 views 8 replies +1 Loading…
Reply #2 Top

The balancing is probably still a mess but the whole concept makes me feel funny in my pants.

Reply #3 Top

Wow, sounds like some great ideas here to give things a bit more depth on the economy and production side. I'll be curious to see how this works out, and whether or not the AI is able to handle it.

Reply #4 Top

Quoting Goontrooper, reply 3
whether or not the AI is able to handle it.
End of Goontrooper's quote


This what I have been trying to figure out for the last few hours....and I have no idea...95% of the time the AI just doesn't expand, it refuses to train troops even when given large quantities of the required resources. now obviously, this leads me to think I have screwed something up somewhere, but then that last 5% of the time, it works fine, trains troops properly, designs troops properly, and I have NO idea what factor is making the difference, my current guess is that it's either a glitch that it works, or that it is somehow linked to the 'old' resources\resource points as it would help explain the coincidence that the Magnar work more than the other factions. 

The only big AI issue aside from that, is that it doesn't seem to understand upkeep, it will keep building improvements no matter whether if it can afford them in the long term or not. This one is particularly bizarre as upkeep is in the normal game, clearly it's on sufficiently small a scale that they decided it wasn't worth worrying the AI about.

Reply #5 Top

The main drawback is that it is not compatible with other mods.

But this is an ambitious one, please make the economy more in depth. However, I suggest you retain the gold for one reason many other mods need this resource, another reason that money is indispensable in social life, in a way it measures the total working hours and positive result.

Reply #6 Top

Quoting Terraziel, reply 4

Quoting Goontrooper, reply 3whether or not the AI is able to handle it.

This what I have been trying to figure out for the last few hours....and I have no idea...95% of the time the AI just doesn't expand, it refuses to train troops even when given large quantities of the required resources. now obviously, this leads me to think I have screwed something up somewhere, but then that last 5% of the time, it works fine, trains troops properly, designs troops properly, and I have NO idea what factor is making the difference, my current guess is that it's either a glitch that it works, or that it is somehow linked to the 'old' resources\resource points as it would help explain the coincidence that the Magnar work more than the other factions. 
End of Terraziel's quote


Alright, I have solved, as far as can be solved at the moment, this AI issue, the AI now builds pioneers and troops correctly most of the time, say 80%, the occasions that it doesn't I can only put down to hidden variations in the AI, a corollary issue is however that they seem to be pretty stupid in their town placement, a penchant for building them in the middle of nowhere, but I'm not sure how I can influence that. Of course if\when we get proper access to the AI I shall rework things properly.

Reply #8 Top

Quoting Djohaal, reply 7
Oopsie, did you get my PM? I could do the tile art for the project.
End of Djohaal's quote


Yeah, I did get your PM, apologies for not responding, but at the moment it's so early in development that I see no point in having someone make art for things that might not exist later.

Once I am happy with the background mechanics, which I'll admit probably won't be until stardock give us access to something better than just the XML, then I shall start worrying about the art.