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Friday Blog 189 - Time for Guilders?
A Philippus goudgulden from Dordrecht, source Lets describe an example. Imagine weve got Guilders, coincidentally the pre-Euro Dutch currency with medieval origins. Lets say the average colonist works 300 seconds in a day and earns 30 Guilders with that labor. In this hypothetical example, a baker only needs wheat to bake bread. This costs the baker 20 seconds, which would translate to 2 Guilders of labor costs. The baker is situated next to stockpile Food Corner. Wheat is available from three stockpiles. Ten pieces of wheat are carried by one deliverer.
The idea isnt to force players to do all of these calculations. The costs should relate to sensible, in-game things. Everybody understands that placing smelters who need ores close to miners of these ores, reduces the delivery costs of these ores. It makes sense that delivering heavy items is more expensive than delivering small, light items. The colonists themselves should take the value of the products they are crafting, and the costs of ingredients and delivery, into account when making their choices. This will automatically focus them on doing efficient things, and will stop them from dragging resources across the map without serious benefits. The Guilder-value of your actions should be clearly communicated to players, without making managing a spreadsheet the core of your activities. We hope we can accomplish this, and love to have your opinion and input! To test our ideas, Zun has been building a simple 2D simulation. Last week, I asked whether you wanted to see some footage of the simulation, and there was definitely some interest. I made two short GIFs to showcase its features: A steady network in action Setting up a network Bedankt voor het lezen :D Reddit // Twitter // YouTube // Website // Discord
[ 2021-01-29 17:31:52 CET ] [ Original post ]
Were still working on the details of implementing realistic logistics. As explained in last weeks blog, Ive been testing Kingdoms and Castles. When bigger population sizes and larger distances came into play, it became harder to understand and steer the production process. A handful of precise questions regularly appeared in my mind:
- Do my workers waste a large part of their working time walking from their homes to their jobs and back?
- Do my workers waste a lot of time idling at their job, because the required resources arent available?
- Do my workers waste a lot of energy hauling low-value resources from one side of the map to the other, while these resources could have better been produced or processed locally?
A Philippus goudgulden from Dordrecht, source Lets describe an example. Imagine weve got Guilders, coincidentally the pre-Euro Dutch currency with medieval origins. Lets say the average colonist works 300 seconds in a day and earns 30 Guilders with that labor. In this hypothetical example, a baker only needs wheat to bake bread. This costs the baker 20 seconds, which would translate to 2 Guilders of labor costs. The baker is situated next to stockpile Food Corner. Wheat is available from three stockpiles. Ten pieces of wheat are carried by one deliverer.
- Stockpile Next To The Walls: 30 seconds of delivery time, and the wheat itself costs 5 Guilder.
- Stockpile Seaside: 150 seconds of delivery time, wheat costs 3 Guilder.
- Stockpile Very Fertile: 1000 seconds of delivery time, wheat costs 1 Guilder.
- Next To The Walls: 30 seconds of delivery time for 10 wheat = 3 seconds per wheat = 0.3 Guilders of delivery cost (10 seconds of labor for 1 Guilder) = 0.3 Guilder delivery cost + 5 Guilder wheat cost = 5.3 Guilder total cost
- Seaside: 1.5 Guilder delivery cost + 3 Guilder wheat cost = 4.5 Guilder total cost
- Very Fertile: 10 Guilder + 1 Guilder = 11 Guilder total cost.
The idea isnt to force players to do all of these calculations. The costs should relate to sensible, in-game things. Everybody understands that placing smelters who need ores close to miners of these ores, reduces the delivery costs of these ores. It makes sense that delivering heavy items is more expensive than delivering small, light items. The colonists themselves should take the value of the products they are crafting, and the costs of ingredients and delivery, into account when making their choices. This will automatically focus them on doing efficient things, and will stop them from dragging resources across the map without serious benefits. The Guilder-value of your actions should be clearly communicated to players, without making managing a spreadsheet the core of your activities. We hope we can accomplish this, and love to have your opinion and input! To test our ideas, Zun has been building a simple 2D simulation. Last week, I asked whether you wanted to see some footage of the simulation, and there was definitely some interest. I made two short GIFs to showcase its features: A steady network in action Setting up a network Bedankt voor het lezen :D Reddit // Twitter // YouTube // Website // Discord
[ 2021-01-29 17:31:52 CET ] [ Original post ]
Colony Survival
Pipliz
Developer
Pipliz
Publisher
2017-06-16
Release
Game News Posts:
259
🎹🖱️Keyboard + Mouse
Very Positive
(7274 reviews)
The Game includes VR Support
Public Linux Depots:
- Linux 32-bit [97.57 M]
- Linux 64-bit [96.17 M]
Build your own village, castle or city and populate it with colonists! Let guards, farmers, miners, foresters, bakers, smelters and artisans work for you. After the sun has set, most colonists will go to bed, but the enemy awakens. A horde of monsters will assault your colony and try to slaughter you and your villagers. Defend your colony with walls, moats and guards!
- Multiplayer support: play with friends and strangers!
- Advanced pathfinding: colonists and zombies will find their way in the world you've build. They will dynamically navigate stairs, bridges and tunnels.
- Explore a world with realistically placed biomes. A giant jungle in the center of the world, surrounded by savannas, deserts and temperate biomes. Two polar regions in the far north and south.
- Support for textures and language packs created by players
- Dynamic lighting and eye adaptation
- Voice your suggestions and be part of the development of Colony Survival!
MINIMAL SETUP
- OS: Ubuntu 12.04+. SteamOS+; 64-bit
- Processor: Intel Pentium G620 (2.5 Ghz dual core) or equivalentMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Intel HD Graphics 5000. 1280x720 display
- Storage: 300 MB available spaceAdditional Notes: Work in progress: new features may raise the bar. optimizations may lower the bar
- OS: Ubuntu 12.04+. SteamOS+; 64-bit
- Processor: Intel i5-2300 (2.8 GHz quad core) or equivalentMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Nvidia GTX 750 or equivalent. 1920x1080 display. supporting openGL 4.2+Network: Broadband Internet connection
- Storage: 1 GB available spaceAdditional Notes: Work in progress: new features may raise the bar. optimizations may lower the bar
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