[Religion and Revolution]: Domestic Markets

raystuttgart

Civ4Col Modder
Joined
Jan 24, 2011
Messages
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Location
Stuttgart, Germany
Hi guys, :wavey:

Androrc and I had talked about adding his feature Domestic Markets to upcoming Release 1 of Religion and Revolution. :)
(Of course we would have added it anyways, the question was only when.)

@Androrc:
It really is a great feature. :goodjob:

However, we were thinking about adding some improvements:

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1. A building is needed to activate Domestic Market in a city:

SPECIALBUILDING_MARKET

There could be an additional Tag in Civ4BuildingInfos.

<bAllowDomesticMarket>

2. We could have a button "Domestic Market" in CityScreen that opens an extra pop-up information window.

Something like a table with these colums.

YIELD | DOMESTIC_PRICE | DEMAND | ESTIMATED GAIN | SELL (Yes / No)

ICON_COATS | 6 | 3 | 18 ICON_GOLD | Checkbox
ICON_RUM | 5 | 3 | 15 ICON_GOLD | Checkbox

-> The number in Column "Demand" would be green if goods available and red if not.

3. Only 1 message per City telling the total gain of Domestic Market that round.
Not having any messages about domestic market price changes at all.

Too many messages are annoying.

4. Prices in Europe influence Domestic Market Prices.

A Tag in Civ4YieldInfos:

<iMinPriceDiffDomesticMarket>

Examples:

iMinPriceDiffDomesticMarket = 2

--> Price is at least 2 higher, than in Europe.

Would be important for Luxury Goods, which we will introduce in Release 2.

iMinPriceDiffDomesticMarket = -1

--> Price is at least 1 lower, than in Europe.

We should ensure that something like Rum should never be more expensive in New World, than in Europe.

5. Tooltip (Mouseover yield-panel) will also display:

Price Domestic Market
Demand Domestic Market

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@Team:

Do you agree to adding the feature Domestic Market with the suggested changes to Release 1 ?

@Androrc, Schmiddie, Robert:

I would suggest the following work distribution:

Androrc --> Main Coding
Schmiddie --> Button "Domestic Market"
Robert --> Pop-Up Screen "Domestic Market"
myself --> Building in City Screen and support where needed

Is that ok for you ?

@Androrc:

I will send you the zip you had asked for. :thumbsup:
 
I can make a button. - My first little work for the mod. I could make 3 or 4 different versions and then we can discuss which we will use.
 
I can make a button. - My first little work for the mod. I could make 3 or 4 different versions and then we can discuss which we will use.

Great. :thumbsup:

However, I would still like to have a team consense about this plan. :)

Edit:

I have attached a small zip with 3 buttons from other mods.
Maybe they are useful. :dunno:
 

Attachments

Alright, it was just a suggestion. :)

However... (:D ) , here are my first results ready to be discussed. Maybe, if they don't suit, give me an tendency please how the buttons should look like. :)

attachment.php
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(I know, in the game it should be 64 x 64, it's for discussion purposes only :) )
 
Alright, it was just a suggestion. :)

Sure, and I really appreciate it. :thumbsup:
You are already "booked" for the button. :D

... give me an tendency please how the buttons should look like. :)

Pretty hard to say. :dunno:

I would probably image a combination of things like that:

-> a balance (German: Waage)
-> either something symboling a city or goods

Your first 2 buttons (gold bars and stack of gold) are probably not what I personally would go for ...

Did you check the buttons in the zip ?

But I really don't want to limit your creativity. :thumbsup:
 
Great :thumbsup: I'm a big fan of Androrc's Domestic Economy modcomp & am glad it's being included. Also like Schmiddie's button and the proposed new features.

#1: sure, it sounds good to have such a building (called Marketplace or something else?)

For #2, maybe it's possible to display a smaller number for demand next to each yield on the existing panel at the bottom of the city screen. (green if goods available and red if not.) That way the player will get a good view of demands without needing an extra click. An overview info window for Domestic Market would still be great to have for the Domestic Advisor screen. It could show a table of your cities, showing satisfied and unsatisfied demands for each yield.

#3 Yes I agree! Actually it would also be fine if 1 message per city just showed up in the log, without appearing at the top of the screen every turn.

#4 A good feature. It will add interest to have luxury goods more expensive in the colonies, giving you an incentive to have some of the wealthy colonist types and keep them well supplied :king:
 
I'm a big fan of Androrc's Domestic Economy modcomp

Me too. :D

#1: sure, it sounds good to have such a building (called Marketplace or something else?)

I would call it "Market" but I am totally open to any suggestions ...

For #2, maybe it's possible to display a smaller number for demand next to each yield on the existing panel at the bottom of the city screen.

I thought about that first, too but

A) We will have masses of goods in release 2.
There will not be a lot of space for further info on the yield-panels.

B) The Information is rather complex:
Demand (satisfied or not) and price at a minimum.
A little bit too much for the yield-panels.

Actually it would also be fine if 1 message per city just showed up in the log, without appearing at the top of the screen every turn.

Whatever Androrc prefers to implement. :)

It will add interest to have luxury goods more expensive in the colonies, giving you an incentive to have some of the wealthy colonist types and keep them well supplied :king:

That is exactly why I want to have these possibilities. :)
 
Great :thumbsup: I'm a big fan of Androrc's Domestic Economy modcomp & am glad it's being included. Also like Schmiddie's button and the proposed new features.

Hehe :D

#3 Yes I agree! Actually it would also be fine if 1 message per city just showed up in the log, without appearing at the top of the screen every turn.

This is the code that adds the message:

Code:
						CvWString szBuffer = gDLL->getText("TXT_KEY_GOODS_DOMESTIC_SOLD", iAmount, GC.getYieldInfo(eYield).getChar(), getNameKey(), iProfit);
						gDLL->getInterfaceIFace()->addMessage(getOwnerINLINE(), false, GC.getEVENT_MESSAGE_TIME(), szBuffer, "AS2D_BUILD_BANK", MESSAGE_TYPE_MINOR_EVENT, GC.getYieldInfo(eYield).getButton(), (ColorTypes)GC.getInfoTypeForString("COLOR_WHITE"), getX_INLINE(), getY_INLINE(), true, true);

It is triggered in CvCity::doYields(), and is triggered per yield, but could be changed to be triggered after all yields have been calculated and sold, showing the total amount earned by sales. Do you have an idea on how to make it show up just in the log?

I would call it "Market" but I am totally open to any suggestions ...

"Market" or "Marketplace" both sound good to me. Do we have graphics for such a building?

I thought about that first, too but

A) We will have masses of goods in release 2.
There will not be a lot of space for further info on the yield-panels.

We could add this information to the yield's tooltip, perhaps that would be more practical.

On another note, one thing we could do is make it so the player would choose which goods to be sellable in the Market popup (similarly to how the Custom House worked in Col1).
 
Do we have graphics for such a building?

Yes, I have several graphics I could suggest for "Market". :)

We could add this information to the yield's tooltip, perhaps that would be more practical.

Good idea. :)

On another note, one thing we could do is make it so the player would choose which goods to be sellable in the Market popup (similarly to how the Custom House worked in Col1).

I like that, too. :)

I will add both aspects to the concept above. :thumbsup:
 
Here you go. :)

Screen on Map and in City.
 

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