Jak pisałem niedługo wyjdzie V4.5 alpha. Zmiany znacie z moich poprzednich postów. Jednak może będziecie mieli jakieś sugestie co do systemu ekonomicznego? Jeśli tak to zapraszam do dyskusji (ale każdą opinię proszę wspierać argumentacją, tylko takie są pomocne):
Tak będą wyglądały tła dla prezentacji zawiadujących Prawami:

Tak to wygląda teraz w grze (na bardzo wczesnym etapie jeszcze nie ma obrazków itp.)

Wyjaśnienie
Format poniższych współczynników to: g_sod_building_NAZWA BUDYNKU_WSKAZANIE CO BUDYNEK MODYFIKUJE, WARTOŚĆ
Wszystkie wartości naliczane są co tydzień z wyjątkiem Demense i Max_prosperity. To drugie jest chyba oczywiste.
Co do tego Demense: V4.5 dodaje nowego skilla, Administrację (przerobiony prisoner managment). W zależności od niego i od inteligencji (oraz od budynków poniżej) zmienia się liczba lenn, które może kontrolować król. Jeśli np. mamy 50 tego współczynnika "demense", a lenna wymagają 70 to ze wszystkich lenn dostaniemy 20% mniej podatków. Działa to też w drugą stronę, czyli jeśli mamy te 50 punktów i tylko wioskę na utrzymaniu (wioska kosztuje 10) to dostaniemy z niej 40% więcej podatków.
Poniżej wszystko po angielsku, ale myślę, że łatwo się domyślić.
(assign, "$g_sod_building_manor_demense", 2),
(assign, "$g_sod_building_manor_renown", 3),
(assign, "$g_sod_building_mill_prosperity", 1),
(assign, "$g_sod_building_mill_max_prosperity", 20),
(assign, "$g_sod_building_mill_income", 10), #% of taxes
(assign, "$g_sod_building_watchtower_demense", 1),
(assign, "$g_sod_building_inn_reputation", 2),
(assign, "$g_sod_building_shrine_local_faith", 3),
(assign, "$g_sod_building_shrine_global_faith", 2),
(assign, "$g_sod_building_shrine_reputation", 1),
(assign, "$g_sod_building_monastery_local_faith", 2),
(assign, "$g_sod_building_monastery_global_faith", 2),
(assign, "$g_sod_building_monastery_income", 5),
(assign, "$g_sod_building_messengerpost_demense", 1),
(assign, "$g_sod_building_prisonertower_reputation", 1),
(assign, "$g_sod_building_temple_local_faith", 5),
(assign, "$g_sod_building_temple_global_faith", 4),
(assign, "$g_sod_building_temple_reputation", 1),
(assign, "$g_sod_building_barracks_demense", 1),
(assign, "$g_sod_building_range_demense", 1),
(assign, "$g_sod_building_stables_demense", 1),
(assign, "$g_sod_building_stables_renown", 4),
(assign, "$g_sod_building_chapter_demense", 1),
(assign, "$g_sod_building_chapter_renown", 5),
(assign, "$g_sod_building_guild_income", 10),
(assign, "$g_sod_building_guild_demense", 2),
(assign, "$g_sod_building_guild_reputation", 1),
(assign, "$g_sod_building_guild_prosperity", 2),
(assign, "$g_sod_building_university_renown", 15),
(assign, "$g_sod_building_university_reputation", 1),
PRAWA
#Modyfikatory
village taxes
town taxes
scoutage tax
prosperity in villages
prosperity in towns
popularity in villages
popularity in towns
priests happines
nobles happines
player party size
lords party size
noble limit
holy limit
demense effectivness
renown/week
(assign, "$g_sod_tax_peasants", 0), # % modifier to the taxes from laws
(assign, "$g_sod_tax_townspeople", 0), # % modifier to the taxes from laws
(assign, "$g_sod_tax_nobles", 0), #modifier to the scoutage from laws, base scoutage = 10% shouldn't be too high or low because each point changes ideal npc party size by 10
"$g_sod_building_monastery_income), #this changes %income of village if it has monastery
(assign, "$g_sod_demense_modifier", 0), #from laws/events
(assign, "$g_sod_pc_party_size_modifier", 0), #modifier from laws, modifies player's party size
(assign, "$g_sod_lord_party_size_modifier", 0), #modifier from laws, modifies kingdom lord's party size
(assign, "$g_sod_nobles_law_modifier", 100), # 100% of nobles
(assign, "$g_sod_holy_law_modifier", 100), # 100% of holy
(assign, "$g_sod_village_population_modifier", 100), #100% growth
(assign, "$g_sod_town_population_modifier", 100), #100% growth
(assign, "$g_sod_village_rep_modifier", 0),
(assign, "$g_sod_town_rep_modifier", 0),
(assign, "$g_sod_village_prosp_modifier", 0),
(assign, "$g_sod_town_prosp_modifier", 0),
(assign, "$g_sod_nobles_happines_modifier", 0),
(assign, "$g_sod_clergy_happines_modifier", 0),
(assign, "$g_sod_local_village_faith_modifier", 0),
(assign, "$g_sod_local_town_faith_modifier", 0),
(assign, "$g_sod_global_faith_modifier", 0),
36 laws in total 9 per category 10 can be active
Cost for dismissing/introducing law is paid once
# ##############
villages's privileges
# ##############
########### 1 ##############
#1 Privilege to Hold Village Fairs
+10% income in villages/week - trade is generating income
+1 prosperity in villages/week- income is generating prosperity
+1 popularity in villages/week - and it's nice event, makes people happy
-10% income from towns - but the towns were centers of trade and now they are not
-1 popularity in towns/week - and town's merchants are pissed off
#COST introduce
-5 popularity in towns
#COST DISMISS
-5 popularity in villages
########### 2 ##############
#2 Privilege to Hunt in King's Woods
+5% population growth - it helps survive hard times
+1 popularity in villages/week - and it's nice of you
-10% nobles limit - less animals for them to hunt
-1 nobles happines/week
#COST introduce
-5 nobles happines
#COST DISMISS
-5 popularity in villages
############# 3 ############
#3 Privilege to Chop Wood in King's Woods
+1 prosperity in villages/week - building materials are easier to get
-5% income from villages - but that's your wood and they no longer buy it from you
#COST introduce
1000 denars
#COST DISMISS
-5 prosperity in villages
############# 4 ############
#4 Privilege to Brew Ale
-1 prosperity in villages/week - they are drinking more
+3 popularity in villages/week - but that's cool ;)
#COST introduce
1000 denars
#COST DISMISS
-5 popularity in villages
############### 5 ##########
#5 Right to Trial by a Jury of Their Equals
-5% income in villages/week - from fees etc.
+1 popularity in villages/week - you are no longer blamed for injustice
#COST introduce
1000 denars
#COST DISMISS
-5 popularity in villages
################ 6 #########
#6 Affranchisement of Peasants
EXCLUDES: Serfdom
+2 prosperity in villages/week - but peasants are now working on their own land
+100% income from villages - pay all taxes directly to you
+20% pupulation growth in villages - can affort mor children
+5 popularity in villages/week - and you are true King of the Peasant's
+You are now recruiting 1st tier troops instead of farmers
+20 player party size
-50% nobles limit - WHAT! noble's rightfull land now belongs to peasants?
-10 renown/week - that's just disgrace
-2 noble happines/week
#COST introduce
-20 noble happines
#COST DISMISS
-30 popularity in villages
################ 7 #########
#7 High Capitation Tax for Peasants
EXCLUDES: Low Capitation Tax
+20% income from villages
-1 prosperity in villages
-1 popularity in villages
#COST INTRODUCE
-5 popularity in villages
#COST DISMISS
1000 denars
################ 8 #########
#8 Low Capitation Tax for Peasants
EXCLUDES: High Capitation Tax
-20% income from villages
+1 prosperity in villages
+1 popularity in villages
#COST INTRODUCE
1000 denars
#COST DISMISS
-5 popularity in villages
################ 9 #########
#9 Peasant's Representation in Parliament
+1 popularity in villages
+10% population in villages
+10 player party size
+10 lords party size
-10% nobles limit
-1 nobles happines/week
-5 renown/week
#COST INTRODUCE
-10 nobles happines
#COST DISMISS
-10 popularity in villages
# ##############
townspeople's privileges
# ##############
################ 1 #########
#1 To Mint own Coin
-10% income from towns - making money is quite profitable ;)
+1 prosperity in towns/week - same reason as above
#COST introduce
1000 denars
#COST DISMISS
1000 denars
############### 2 ##########
#2 To Collect Tools
+10% income from towns - rich bastards become even richer
+1 prosperity in towns/week - and more prosperous
-10% income from villages - but it's less profitable to trade and producers suffer
-1 prosperity in villages/week - and when they suffer prosperity also suffers
#COST introduce
-5 popularity in villages
#COST DISMISS
-5 popularity in towns
############## 3 ###########
#3 To Buy and Hold Offices
+10% income from towns - you can sell offices to commoners
+1 popularity in towns/week - you are happy and they are happy, everyone is happy
-10% noble's limit - except nobles who now don't have sole right to hold offices
#COST introduce
-10 nobles happines
#COST DISMISS
-5 popularity in towns
############# 4 ############
#4 Free Cities
+2 prosperity in towns/week
+2 popularity in towns/week
+10% population growth
+20 player party size
-20% income from towns
-20% nobles limit
#COST introduce
1000 denars
10 nobles happines
#COST DISMISS
20 popularity in towns
############# 5 ############
#5 Salt Mining
+1 prosperity in towns\week
+1 popularity in towns\week
-10% income from towns\week
#COST introduce
1000 denars
#COST DISMISS
-5 prosperity in towns
############# 6 ############
#6 Mercantilism
+1 popularity in towns/week
+1 prosperity in towns/week
-10% income in towns/week
#COST introduce
1000 denars
#COST DISMISS
1000 denars
################ 7 #########
#7 Draft
+15 player party size
+15 lords party size
-1 popularity in towns\week
-20% population growth in towns
#COST INTRODUCE
-5 popularity in towns
#COST DISMISS
1000 denars
############# 8 ############
#8 Low Town Taxes
-20% income from towns
+1 popularity
+1 prosperity
#COST introduce
1000 denars
#COST DISMISS
-5 prosperity in towns
############# 9 ############
#9 High Town Taxes
+20% income from towns
-1 popularity
-1 prosperity
#COST introduce
-5 prosperity
#COST DISMISS
1000 denars
# ##############
temple privileges - general notes: they won't increase local faith because it would make faith buildings useless. Global faith will be somewhat les important now with holy warriors and noble's cap.
# ##############
############# 1 ############
#1 to the temple to inherit all material goods of the priest
-10% income from villages and towns
+20% holy warriors cap
+1 Clergy happines
#COST introduce
#COST DISMISS
############## 2 ###########
#2 to tithe from villages
-10% income from villages - quite obvious
+5% income from monastery
-1 popularity in villages/week - and quite annoying
+10% holy warrior's limit - holy or not he must have some money
#COST introduce
#COST DISMISS
############### 3 ##########
#3 to tithe from towns
-10% income from towns - quite obvious
+5% income from temple
-1 popularity in town's/week - and quite annoying
+10% holy warrior's limit - holy or not he must have some money
#COST introduce
#COST DISMISS
############# 4 ############
#4 judical immunity
+1 happines of clergy
+10% holy warrior limit - being holy is easier when noone can prove opposite
-1 happines of nobles
-5 renown/week
#COST introduce
#COST DISMISS
############# 5 ############
#5 Temple authority over King
+50% Holy Limit
+1 Clergy happines/week
+20 global faith
+1 local faith
-10 renown/week
-10% noble limit
#COST introduce
20 renown
#COST DISMISS
-10 Clergy happines
# ############ 6 ############
#6 His Holliness The King
EXCLUDES Temple Authority over King
+20 renown/week
+30% Holy Limit
+20% Noble Limit
-4 Clergy Happiness
-1 local faith
#COST introduce
#COST DISMISS
# ############ 7 ############
#7 Inquisition
+2 local faith/week
+30 global faith/week
+30% Holy limit
+1 clergy happines
-2 popularity in towns&villages/week
#COST introduce
-5 popularity in towns/villages
#COST DISMISS
20 clergy happines
100 global faith
# ############ 8 ############
#8 Holy War
REQUIRES: Theocracy
+50% holy limit
+20% noble limit
+10 renown/week
Constant war (simple trigger will declare war if player manages to get peace)
#COST introduce
War with everyone
#COST DISMISS
# ############ 9 ############
#9 Theocracy
REQUIRES Temple Authority over King or His Hollines The King
+50% Holy limit
+20% Noble limit
+10% income from monasteries
+2 Clergy happines/week
-20% income from villages and towns
#COST introduce
2000 denars
#COST DISMISS
-30 clergy happines
# ##############
noble's privileges - general notes: scoutage is paid by lords from their income and for the simplicity it's considered to be paid also by other nobles that way. Noble's (not lord's) limit will depend on renown, size of a kingdom and number of knight chapters.
# ##############
# ############ 1 ############
#1 serfdom
EXCLUDES: Affrenchisment
+50% nobles limit - it's good to be noble
-1 prosperity in villages/week - but it sucks to be a peasant
-30% income from villages - is really sucks
-20% population growth in villages - it sucks so bad that it sucks itself in
-3 popularity in villages/week - and you must be a sick bastard to allow something like that
#COST introduce
#COST DISMISS
# ############# 2 ###########
#2 king's obligation to pay ransom for captured noble
+10% noble's limit - you care for nobles
-8% scoutage - but it costs you
#COST introduce
#COST DISMISS
# ############ 3 ############
#3 king has to pay nobles for military campaigns
+10% nobles limit - more nobles wants to fight
-8% scoutage income - because they are leeching your hard earned money
#COST introduce
#COST DISMISS
# ############# 4 ###########
#4 nobles can remove village elders from office
+10% noble's limit - yet another reason to be noble
-1 popularity in villages/week - and yet another reason not to be peasant
#COST introduce
#COST DISMISS
# ############# 5 ###########
#5 lords can set goods prices in their lands
+8% scoutage - take bribe here, take bribe there, lord's income increase
+10% noble's limit - for no reason ;)
-1 prosperity in towns/week - stiff prices hurt economy
-10% income from towns - and taxes
-1 popularity in towns/week - and who the hell are you anyway to tell a shoemaker how much boots cost
#COST introduce
#COST DISMISS
# ############ 6 ############
#6 Ceremonial
+20% noble limit
-10% income from villages and towns
+1 noble happines
#COST introduce
#COST DISMISS
# ############ 7 ############
#7 Senate
EXCLUDES Absolute Monarchy
+30% noble limit
scoutage equals 0
-20 renown/week
#COST introduce
#COST DISMISS
# ############ 8 ############
# Absolute Monarcy
EXCLUDES Elective Monarchy
-2 Noble happines
+20 renown/week
+20 party size
-20 lord party size
+20% scoutage
-20% noble limit
#COST introduce
#COST DISMISS
# ############ 9 ############
# Elective Monarchy
EXCLUDES Absolute Monarchy
+2 Noble happines
+20% Noble limit
-20 party size
+20 lord's party size
-20 renown/week
#COST introduce
#COST DISMISS