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ctd's Introduction

CTD

Climate, Trade & Demographics

If you aren't me: Go away! This repo is not supposed to be seen by he public (yet). I'm just not rich enough to pay for a private repo. Please just check back later.

And in the meantime: Go avay!

ctd's People

Contributors

lordpeter avatar

Watchers

James Cloos avatar  avatar

ctd's Issues

Decide about Apiculture and similar Caps

Right now, bees (apiculture) use the "animal" cap type, which does not really make sense because that prefers wide, open grasslands, while bees, paritcularly in older times, where often kept near forests.
So should they just use the "forest" cap, or get a unique one like e.g. hunting?
A similar question applies to the other "non-cattle" animals as well, basically all insect farming and fish farming types.

  • move everything where it belongs
  • code "mixed" caps

Prospecting Decision

Properly implement decision to search for Mineral deposits. Currently does not work.

Resource Import for Consumption

Allow Resource (variables) to be imported to other provinces, and then "broken up" into their "nutrients", to act as supply for the consumption of pops.

  • importing of variables
  • breaking up into nutrients
  • remember new container idea (comment) and whether it's applicable here

Balance Pass

  • resource nutrients
  • resource conditions
  • secondary tradegood recipe resource amounts

Add Unique Caps

Implement unique caps for all the "hidden" spawns, e.g. hunting, fishing etc.

  • implement caps
  • actually include any meaningful interaction with them

Simplify Spawn Choice events

Currently too complicated, split into one event with all options for AI, and one normal "chain" for player.

  • AI event (single, huge)
  • player event chain
  • match_spawn_to_cap scripted effects

Decide about potential Gathering split

atm, Gathering gives a lot of wildly different products, and most of them are found in wildly different biomes. The currently used generic "gathering" cap type thus does not really make sense.
This is also somewhat connected to #18, as insects will be split up depending on whether they are gathered or cultivated.
So question is: split gathering into several subtypes (forest, marsh, etc), or keep it as it is, and do sth else... (maybe moving certain products to e.g. forestry)?

  • rename gathering cap to "vegetation"
  • check if adjustments need to eb made
  • rename hunting cap to "wildlife"

Design Pass

  • recipes for final tradegoods
  • pass on 2ndary tradegood recipes
  • 2ndary tradegood conditions
  • pass on population mechanics

Localisation Pass

Cause otherwise even testing won't work properly. Descriptions don't have to be final, just comprehensible.

  • events
  • modifiers
  • decisions
  • actually add all the lines first so I know how much I need to write

Create Workforce variables & effects

Workforce is a new concept replacing earlier simplified concepts.
Each pop contributes a certain amount of workforce of a certain type, and in addition, each empty province & built holding contributes a bit of simple_labour.
There are 2 types: simple_labour & craftsmanship.
Exploiting resources requires simple_labour, while producing refined and finalized goods requires craftmanship.
Depending on tech or other circumstances, pop values might be multiplied by a modifier.
Ideally, a province should have enough workforce to produce/exploit tradegoods up to the province limit, which is entirely independent of workforce.

  • implement workforce variable
  • write effect to calculate it from pops & holdings
  • cross-link it with resource spawn events

Add Nomad Pops

The idea is that Nomad Pops are spawned directly in provinces, like slave pops. They then give (hidden) modifiers that increase Nomad population (the vanilla thing, actually visible in the interface), thus being neccessary for a sucessful Nomad realm. The special ones that spawn as regular pop-buildings in the Nomad capital (maybe called "clan chiefs" or sth like that) also require lots of luxuries, as opposed to the normal Nomad pops. Or, other idea, some super-important building in the capital requires luxuries... dunno.
Anyway, the ideas are 1) to tie Nomads back in with the gameplay of other governments by also giving them pops, and b) creating a first glimpse at revamped Nomad gameplay that should revolve both around securing new grazing lands AND securing lots of luxuries, either through trade or plunder - two goals that need to be balanced out.

  • regular Nomad Pops for provinces
  • special Pops for capital (?)
  • all the effects/triggers/events needed

Design Pass

Decide design for secondary tradegoods.

  • colours, binders, glues and stuff
  • containers
  • pass on resources
  • recipes for 2ndary tradegoods

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