Un nuevo diario de desarrollo. El séptimo ya. Ahora toca el comercio, y como todo en el PON, pinta estupendamente. Gracias a las virtudes de computación que permite el que este juego vaya por turnos, nos ahorramos abstracciones propias del Victoria como un único "mercado mundial" y la falta de consideración del "transporte" (ojalá se vayan corrigiendo en próximas expansiones) y vamos a un sistema comercial más basado en las relaciones entre los países y las respectivas capacidades comerciales (basadas tanto en avances
tecnológicos como en contar con flotas comerciales y buenas relaciones con los productores).
En fin, como todo lo dicho hasta ahora sobre el Pride of Nations, una pasada.
http://forum.paradoxplaza.com/forum/showthread.php?514182-Re-Developer-diary-7-Commerce
tecnológicos como en contar con flotas comerciales y buenas relaciones con los productores).
En fin, como todo lo dicho hasta ahora sobre el Pride of Nations, una pasada.
http://forum.paradoxplaza.com/forum/showthread.php?514182-Re-Developer-diary-7-Commerce
Developer Diary #7: About Commerce
One of the questions that we regularly receive is "How is commerce handled in Pride of Nations?" This is a legitimate concern, as trade is bound to be a core component of a game of such scope as Pride of Nations.
As many of you now know, the game engine being used is a ‘simultaneous turn-based engine.’ This means that you have all the time that you want to plan for your turn, and then your commands are executed concurrently with all of the AI opponents' and players' actions during that part of the same game. Turn-based strategy games are great because they allow for complex computations under the hood during a portion of a turn, which is known as ‘hosting.’ Imagine how many calculations can be done by a modern computer in a mere second!
With that ‘luxury’ in mind, we devised our commerce system to be rather precise and realistic. At the same time, we did not want players to be burdened by chores, like having to indicate during every turn what they want to sell or buy. In a manner, we are following the old adage: ‘If it’s not broke, don’t fix it’…and so transactions were born!
But before speaking of transactions, let’s get back to basics. One of the pillars of the commerce system is that you will always be either transporting your merchandise to your home country or selling it to a specific country. Because this is a turn-based game, we have time, and we have power! As such, you won’t find a global market in Pride of Nations, but instead a world split into commerce zones. For example, there is a commerce zone for East India that has one sea façade, called ‘Indian Ocean Trade Box.’ Now, what will happen to a load of tea (and less legal substances) that the British produce in India?
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Well, if they have a transport fleet in our Indian Ocean Trade Box, they can get their merchandise back to their home soil. If you are a foreign country, one looking to buy, then you have several options. Either you have a merchant fleet in said Trade Box, with which you can perhaps purchase some of their merchandise (if they sell it!), or, if you lack sufficient commerce fleets, you will have to buy what's needed at the London Market from what remains (because you have to handle the contentment of your population, but we will talk about that in another diary). That is, after the British National Market has taken its share.
But there can be competition. If the demand for a product is greater than the supply, then you can bet that some will be sorry. Here, your nation's commercial technologies, how much you are willing to spend for the resources, and the relationship you have with the selling country will greatly affect your chances of getting the goods you need.
In essence, we are working with transactions. Producers will have the option to sell part, all, or none of their merchandise, and buyers will respond and compete to get the resources. You can buy directly from the production zone or, if it is more practical, wait for the producers to send the merchandise to their mother country. There, you can then make a purchase (but you won’t get ‘first dibs’). When a producer sets a transaction, he can decide if the transaction is a one-shot or if it will run indefinitely. The same goes for the buyer: they can decide whether they want to buy for one turn (and how many) or continuously. Once it is set, transactions tend to be rather stable affairs, unless something awful happens like a war that sends commerce fleets to the bottom of the ocean or plantations burning. Sure, there is the occasional annoyance of a new competitor entering the fray, but that’s part of the fun.
In any case, we hope you’ll be pleased by the system. It is a bit involved, but it works very well once you know what you really want to acquire or sell to others. Nothing more satisfying than to see money flow and merchandise stock grow!