Offering paid Mod work. Budget and Economics feature for VP

Xaviarlol

Warlord
Joined
May 27, 2011
Messages
263
Hi all

I am looking for a modder familiar with the VP project to work on a new sub-mod for VP. This will be paid.

This is all subject to Gazebo's approval/endorsement. While I will be funding the work, the mod will be released to the public for free. Any donations towards this would be welcome.

Assuming Gazebo is OK with it, this is a rough blueprint of the mod:

Main principles

- Mod will not change the base-game mechanics or balance. Everything, such as building, unit, tile yield etc will be unchanged. This is just an overlay on top of it all that modifies based on the budget.

- The AI will not use this system and should not be penalized by it. AI will spend gold the same way as 'vanilla vp' and it's budget sliders will be normal. The player will gain some tools via the features in this mod, such as borrowing gold etc, so this will give some level of advantage to players indirectly. If this proves to be an issue, we can adjust the gold values of the new features so that the advantage of using them matches the cost penalty.


5 main new features:

1) Budget sliders - Changeable sliders that allow the player to adjust tax rate, spending levels on Diplomacy, specialists/civil spending, military,and buildings. These can only be set every 20 turns (varies with game speed), in which a turn-blocker event pops up and gets you to set the budget allocations for the next 20 turns. Low military budget lowers upkeep but reduces unit HP, as an example. High or low taxes reduce and increase growth respectively. Keeping these sliders in their default levels is the equivalent of the current unchanged game (ie units have 100% HP, income is unchanged, tile maintenance is the same, diplomats have the same build times/influence effects etc.

2) Economic policy choices - These are policies that may be enacted and will generally cost or generate a certain amount of gold every turn and their effects accumulate over time (ie choosing a policy will not instantly give you the full effect).

3) Military projects - Specific Investments that can be made that give bonuses to military-related things (usually cost a lot of gold upfront + gpt ongoing). Some developments are one-off, others are ongoing so long as you keep paying the per-turn cost. An example of a military program is: - Tomahawk Guided Missile System: After 50 turns of funding this program Guided Missiles will no longer cost oil or cost unit maintenance and will have +2 range. This effect will only continue to stay active while this program continues to be funded.
Cost: 5000 gold upfront, 10gpt. Available when Rocketry is researched.

4) Civil projects - Same as above, except for civil-related things. An example of a civil program - Sovereign Wealth Fund: Invest in corporations and receive 500 gold every time they spread a new franchise or build an office.
Cost: 4000 gold up front

5) Economic actions - Instant actions that either generate or cost gold. Simple example is raising debt/bonds.


Other principles

- Gross gold per turn will be the basis of the budget revenue (uses same in-game gpt numbers). These will be represented as $dollars, eg. 1 gpt = $1m (scales with era).

- Building, unit and tile maintenance will form the basis of the budget expenses (uses same in-game numbers). Essentially to keep things simple, these costs and balance will be unchanged. We don't want to change the core of the game.

- Economic Policies and Developments are unlocked at various parts of the games, sometimes requiring a tech, an era, or even certain buildings and wonders.

- Costs and durations generally scale by era and game speed


Some examples

Some examples of Economic policies:

Policies can be enacted and cancelled. If policies are cancelled, the effect and the cost is removed. If policies are cancelled during their enactment period, the enactment period is reset.


- The Espionage Act: Reduces enemy spy tech stealing rate against you by 1% per turn, for a maximum of 75%.
Cost: 5% of your science per turn and 10 gold per turn (gold scales with era)


- Concentrated Urban Planning: After 80 turns of enacting this policy, receive 1 free population every Era in your first 4 cities while this policy continues to be active.
Cost: 10gpt (scales with era)


- Grant Building Subsidies: Grant 0.33% bonus production to buildings every turn, up to a maximum of 15% after 45 turns (on normal speed).
Cost: 1000 gold + 10 gpt (scales with era, varies based on number of cities and game speed).


- Fund the League of Diplomats – After 150 turns, grants a free Diplomat unit each time another player replaces you as city state ally.
Cost: 25gpt and 5% of your culture per turn (scales with game speed, era)

- Sovereign Wealth Fund: Invest in corporations and receive 500 gold every time they spread a new franchise or build an office.
Cost: 4000 gold


Some examples of Civil projects

- Develop infrastructure: Increase road movement bonus by 20% upon completion of this development.
Time to completion: 50 turns
Cost: 2500 gold


- Commercial Banking infrastructure: +5g to incoming trade-routes to your cities for the trade route owner and +3g to you.
Time to completion: 30 turns
Cost: 2000 gold



Some examples of Military projects

- Create the Home Guard: After 100 turns of funding this initiative, each time a foreign Civilization declares war on you receive 3 free ranged units near your capital.
Cost: 1000 gold upfront, 10 gpt ongoing (varies based on number of cities and game speed. This means smaller civs can get this for a lot cheaper than large powerful civs). Available starting Medieval era


- Defence Doctrine: Increases the Fortify defence bonus to 60%. Forts have 25% more defence. Cities receive 20 more Hit points.
Time to completion: 50 turns
Costs: 1000g upfront, 20gpt


- Tomahawk Guided Missile System: After 50 turns of funding this program Guided Missiles will no longer cost oil or cost unit maintenance and will have +2 range. This effect will only continue to stay active while this program continues to be funded.
Cost: 5000 gold upfront, 10gpt. Available when Rocketry is researched.


- Nuclear First Strike Initiative: After 30 turns of funding this program, Nuclear Weapons have twice the range. This effect will only continue to stay active while this program continues to be funded.
Cost: 2500 gold upfront, 25gpt.


- Establish Air National Guard: After 30 turns of funding this initiative, receive 3 Fighters (or jet fighters if you have Lasers tech) when one of your cities is bombed by an enemy air unit for the first time. This effect will only continue to stay active while this program continues to be funded. The program will automatically end upon receiving the free fighter units.

Time to completion: 30 turns
Cost: 1500 gold upfront and 5gpt.


- Develop Supercarrier (repeatable): After 30 turns, receive unit Supercarrier. Cannot be built in cities.
Cost: 100 science per turn and 75 GPT.


- Logistics Optimization Program: Reduces unit maintenance by 0.5% per turn up to a maximum of 15%.
Cost: -2% production all cities


Some examples of Economic actions

- Raise debt

- Invest in foreign projects (gives other civs gold, and you get a return on the gold depending on their GNP growth rate). The more they grow the better the return. Works best on weak/small civs. If civ gets its ass kicked in war then gnp goes down = you make a loss on your investment. You may be incentivized to protect the civ so you can protect your investment.

- Foreign aid/fund allies. Useful for propping up allies/weak friends, in return for diplo influence


Unit upkeep changes

This will likely be tied to an overall military budget slider. Lower upkeep/readiness setting will make units have less health. Changing the slider back up will take time for units to get their health back to full.


Trade routes

Supply and demand system around luxuries and strategic resources. Strategic resources global market where you can buy or sell strategic resources for a high price. TBC

Corporations
TBC
 
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This sounds cool. I know nothing about modding but this sounds like an interesting thing to try. The key will be in the specific balance. Good luck!
 
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