Domestic Market Events [IMPLEMENTED]

raystuttgart

Civ4Col Modder
Joined
Jan 24, 2011
Messages
9,149
Location
Stuttgart, Germany
Hi guys,

I finished one of my other prototypes this evening.
(Did not have time to do much more. Hope you like it.)

Domestic Market Events

Basically this feature may trigger from time to time Domestic Market Events that can either:

Positive Event:
1) Temporarily increase Demand and Prices for all Goods in a specific City
--> This may trigger if Happiness is high (and a few other conditions apply)
--> The higher the Happiness, the higher the chances and the longer the event will last.

Negative Event:
2) Temporarily decrease Demand and Prices for all Goods in a specific City
--> This may trigger if Unhappiness is high (and a few other conditisons apply).
--> The higher the Unhappingess, the higher the chances and the longer the event will last.

With current XML balancing the difference in increase (both for Price and Demand) is about 50%.
Several of these events can trigger in a single turn in different Cities if your Empire is big enough.

With current XML balancing it will last at least 5 turns.
But each point of Happiness will have it last one turn more.
(In the negative Event of course Unhappiness also lets it last longer.)

-----

So the main factor to this is Happiness.

But there are several other conditions:

1) Not in WOI, Colonial Cities only, ...
2) City is not revolting, Health is positive, ...
3) Market Buildings exist (Domestic Market active)
4) Minimum Population (currently it is 10)
5) Feature is activated in XML (see below.)
6) Timer since last event back to 0
...

-----

Comment on UI:

To notify the player about such an Event having happened, there is a message.
But there is also an Icon Shown in City Billboard (each case has a different icon).

Comment on AI:

AI should have absolutely no issues with this, since it has "easier rule for Happiness".
However AI is not able to use the Domestic Market strategically at the moment.

-----

Balancing in XML:

The feature can fully be deactivated in XML if players do not like it.
(Otherwise also 100% of the balancing is in XML anyways.)

Spoiler :
<!-- DOMESTIC DEMAND EVENTS --> <Define> <DefineName>ENABLE_DOMESTIC_DEMAND_EVENTS </DefineName> <iDefineIntVal>1</iDefineIntVal> </Define> <Define> <DefineName>MIN_CITY_POPULATION_DOMESTIC_DEMAND_EVENTS</DefineName> <iDefineIntVal>5</iDefineIntVal> </Define> <Define> <DefineName>BASE_DURATION_DOMESTIC_DOMESTIC_DEMAND_EVENTS</DefineName> <iDefineIntVal>10</iDefineIntVal> </Define> <Define> <DefineName>DEMAND_INCREASE_PERCENT_DOMESTIC_DEMAND_EVENTS</DefineName> <iDefineIntVal>50</iDefineIntVal> </Define> <Define> <DefineName>PRICE_INCREASE_PERCENT_DOMESTIC_DEMAND_EVENTS</DefineName> <iDefineIntVal>50</iDefineIntVal> </Define> <Define> <DefineName>DEMAND_DECREASE_PERCENT_DOMESTIC_DEMAND_EVENTS</DefineName> <iDefineIntVal>50</iDefineIntVal> </Define> <Define> <DefineName>PRICE_DECREASE_PERCENT_DOMESTIC_DEMAND_EVENTS</DefineName> <iDefineIntVal>50</iDefineIntVal> </Define> <Define> <DefineName>TIMER_BETWEEN_DOMESTIC_DEMAND_EVENTS</DefineName> <iDefineIntVal>20</iDefineIntVal> </Define> <Define> <DefineName>PERCENT_CHANCE_PER_HAPPINESS_DOMESTIC_DEMAND_EVENTS</DefineName> <iDefineIntVal>5</iDefineIntVal> </Define>


Images:

Spoiler :

Civ4ScreenShot0000.JPG
Civ4ScreenShot0003.JPG
Civ4ScreenShot0004.JPG

 
Last edited:
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