@Team:
I have finished adaption / implementation of
Domestic Markets.
(It is uploaded to
SVN.)
Basically I have used
Androrc's great ModComp.
However, I have done several small changes and improvements.
1.
Messaging has been heavily lightened to prevent too many annoying messages.
(Only 1 message each turn for each city, simply telling profit from Domestic Market of that city if there were domestic sales.)
2.
Pricing strategy a little adjusted.
(e.g. Luxury Goods from Europe for example will always be a little more expensive than in Europe.)
3. Included Domestic Market
help information on Mouse-Over at Yield in City.
4. Yields Demanded in Colopedia now displayed as
List.
5.
Tavern needed to sell alcohol (Beer, Rum and Wine).
6.
Market needed to sell all other goods (Leather, Cloth, Coffee ...).
7. Demanded Yields are adjusted and balanced to
social classes.
(... and only certain produced goods are demanded.)
8. Yield Consumption from
buildings totally removed since there was no usecase for this.
(... and it improves performance a little.)
9. A little bit of
Performance Optimization.
Summary:
I believe, the feature is a very nice addition.
It does absolutely not destroy balancing and selling to Europe is still much more important.
Also I do not believe, that we will need an extra Screen to control Domestic Market.
@Androrc:
Once again, you did an fantastic job with your ModComp.