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Domestic Market 1.0 2016-10-05

Domestic Market 1.0

  1. Androrc the Orc
    The purpose of this modcomp is providing a domestic market, so that citizens and buildings can consume a few goods, rather than goods mostly serving only for trade with Europe.

    With this modcomp, each city gets it's own set of commodity prices, which fluctuates slightly depending on the availability of goods.



    As mentioned previously, each building or citizen type can demand goods. Which goods they demand and how much is set at the XML files:

    Code:
    			<YieldDemands>
    				<YieldDemand>
    					<YieldType>YIELD_SUGAR</YieldType>
    					<iYieldDemand>20</iYieldDemand>
    				</YieldDemand>
    				<YieldDemand>
    					<YieldType>YIELD_CLOTH</YieldType>
    					<iYieldDemand>20</iYieldDemand>
    				</YieldDemand>
    				<YieldDemand>
    					<YieldType>YIELD_COATS</YieldType>
    					<iYieldDemand>20</iYieldDemand>
    				</YieldDemand>
    				<YieldDemand>
    					<YieldType>YIELD_RUM</YieldType>
    					<iYieldDemand>20</iYieldDemand>
    				</YieldDemand>
    				<YieldDemand>
    					<YieldType>YIELD_CIGARS</YieldType>
    					<iYieldDemand>20</iYieldDemand>
    				</YieldDemand>
    			</YieldDemands>
    
    Each turn, the demand values of each citizen and each building are added up and then divided by 100. If there are goods of that kind stored in the city, then they will be sold and the owner of the city will gain gold accordingly.



    By default, citizens of middle and upper class (Master Carpenters, Elder Statesmen, etc.) are set to demand 0.20 of each of Sugar, Cloth, Coats, Rum and Cigars commodities per turn; Churches demand 1 Silver per turn and Cathedrals demand 2. But of course, those that find this modcomp useful are advised to change demands to fit what they deem more appropriate.

    Download Domestic Market 1.0