Personally I think it's more fun to see and react to the economic, political, and diplomatic shake-up of one of these discoveries than to use my knowledge of history strategically to win more, but for those who feel differently it's very easy to mod the removal of potentials from regions that didn't manifest it before 1936 - even impose historical discovery dates if you so wish. The game follows the adventures of Keith T. If you want to try to pre-empt historical development you do so at your own risk. Players can fight enemies/friends, mine for ore, trade commodities, and complete freelance missions. That does not mean all regions with potential for Gold or Oil will be guaranteed to manifest that potential by end-game, even if they did so in actual history. You wouldn't realistically be able to know in 1836 what technologies would eventually lead you to the capacity to develop Automobiles by the turn of the century either, but we're not hiding or randomizing technology progression for realism's sake. Discovery chances are based on technologies, so it's also influenced by who controls what part of the world.įrom a design perspective we don't actually care if a player wants to pre-emptively capture a part of the world before they would realistically know that part of the world will contain a valuable late-game resource. With regards to discoverable resources such as Gold and Oil, they are not totally randomized but rather distributed throughout the world in potential quantities based on our research of actual deposits discovered today. Take over the role of the hot-headed space war veteran Keith T. At release we will likely do some limited behind-the-scene iterative pre-ticking (instead of trying to compute an economic equilibrium between this many agents which would be, well I don't want to say impossible, but probably a bit overkill for a video game) but we need to limit what can happen as a result of that - for example we wouldn't want Pops to engage in economic migration prior to game start. Galaxy on Fire 2 Full HD is a premium-quality 3D space combat and trading simulation with adventure and RPG elements. So at this point in development it's preferable to us to ensure the scripted setup is adhered to at game start, even if that makes for an economically unstable early game. For the object obtained from citadels in Galaxy on Fire: Alliances, see Artifacts. It has the downside that since everything is interrelated with the economy, anything you change in history scripts would be out-of-date as the game starts - for example, if I tell the game to make some Wealth 12 Clerks in Missouri at game start, but then the economy runs a few months in the interim, those Clerks might end up Wealth 10 with half of them turning into Farmers before the game starts. This article is about the commodity in Galaxy on Fire 2. ![]() Click to expand.Vicky 2 did actually do this to some extent, and it was the approach we used in early Vicky 3 development as well.
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