Post by laros on Mar 9, 2009 16:23:14 GMT -5
www.burningsea.com/page/news/article&article_id=11155
03/09/2009 | Developer Log | Lum | Discuss
I’ve been talking a lot about the Economy recently. In my last economic devlog, I revealed massive changes to the Economy. These changes centered around giving out more labor, streamlining production, and getting more useful goods into the hands of would-be producers.
The streamlined Economy makes ship creation much easier for small time producers, but we’re going to take some more steps to make things even easier. I’ve been accused of not giving Freetraders any love, so this patch is especially for you.
There are three big additions for high level Freetraders in 1.13: The Saint of Piracy:
The Assembly Yard
Better Labor Multiplier on Advanced Structures
Increased Cargo Hold Space on High Level Ships
The Assembly Yard
One area where small groups of producers still struggle is the sheer amount of structure lots it takes to build a single ship. For one person to build a ship, it takes a long time, and a lot of demolishing. That’s where the Assembly Yard comes in.
The Assembly Yard is an all new structure. It can use recipes from the Forge, the Lumber Mill, and the Textile Mill. It takes up one structure slot, but has no labor multiplier. It also requires a River, meaning it can only be built in the Antilles.
This structure can fulfill the functions of three different structures, while only taking up a single lot. This allows small producers to create a wider variety of goods without having to resort to demolishing structures. It also allows producers to be more flexible, since they can switch from wood, to metal, to rigging all in the same structure.
More Labor for Freetraders
In 1.12, Freetrader Advanced Structures have a .9 labor multiplier, effectively meaning that every recipe costs 10% less than the original labor amount. In 1.13, I’m increasing this discount to .8, meaning all recipes in advanced structures cost 20% less than the original labor amount.
I’ve also created an Advanced Textile Mill, since there was previously not an advanced version of this structure. This will allow Freetraders to choose between specializing in a particular commodity with Advanced Structures, or the more flexible route with the Assembly Yard.
Additionally, the Master Large Shipyard is getting a slight reduction in its benefits. In 1.12, this structure had a .2 labor multiplier, which is effectively .1 when we factor in the global labor multiplier of .5. This was a staggering 90% discount of the original labor cost for all recipes produced in this structure! We felt that this was too large a benefit, especially given the construction time of Lineship Structure Bundles with this discount. In 1.13, this structure will have a .4 labor multiplier, which is effectively .2 when we factor in the global labor multiplier of .5.
Increased Cargo Hold Space
The final addition for 1.13 is the increase of cargo hold space for some of our high level ships. This should make hauling a little easier since there are now more goods flowing about the Economy.
Couronne: Cargo capacity 2000 -> 3000
Defiant (Stripped): Cargo capacity 545 -> 750
Leviathan: Cargo capacity 2250 -> 3600
Mignone: Cargo capacity 900 -> 1125
Mignone (Mastercraft): Cargo capacity 950 -> 1200
Oliphant: Cargo capacity 1000 -> 1500
San Mateo: Cargo capacity 1400 -> 1950
San Mateo (Trader’s): Cargo capacity 2400 -> 3000
In the case of the Mingone, Oliphant, and the San Mateo, all variants of those ships will gain the increased cargo holds from the base ship.
The Leviathan gets more of an increase than the San Mateo Trader’s Galleon because it is much slower both on the Open Sea and in battle, and has significantly less combat ability. The San Mateo is in every way a superior ship for dangerous waters.
These are the last of the major changes planned for the economy in the short term but we’re going watch the Economy very closely, and keep track of how these changes affect every day trading and shipbuilding.
03/09/2009 | Developer Log | Lum | Discuss
03/09/2009 | Developer Log | Lum | Discuss
I’ve been talking a lot about the Economy recently. In my last economic devlog, I revealed massive changes to the Economy. These changes centered around giving out more labor, streamlining production, and getting more useful goods into the hands of would-be producers.
The streamlined Economy makes ship creation much easier for small time producers, but we’re going to take some more steps to make things even easier. I’ve been accused of not giving Freetraders any love, so this patch is especially for you.
There are three big additions for high level Freetraders in 1.13: The Saint of Piracy:
The Assembly Yard
Better Labor Multiplier on Advanced Structures
Increased Cargo Hold Space on High Level Ships
The Assembly Yard
One area where small groups of producers still struggle is the sheer amount of structure lots it takes to build a single ship. For one person to build a ship, it takes a long time, and a lot of demolishing. That’s where the Assembly Yard comes in.
The Assembly Yard is an all new structure. It can use recipes from the Forge, the Lumber Mill, and the Textile Mill. It takes up one structure slot, but has no labor multiplier. It also requires a River, meaning it can only be built in the Antilles.
This structure can fulfill the functions of three different structures, while only taking up a single lot. This allows small producers to create a wider variety of goods without having to resort to demolishing structures. It also allows producers to be more flexible, since they can switch from wood, to metal, to rigging all in the same structure.
More Labor for Freetraders
In 1.12, Freetrader Advanced Structures have a .9 labor multiplier, effectively meaning that every recipe costs 10% less than the original labor amount. In 1.13, I’m increasing this discount to .8, meaning all recipes in advanced structures cost 20% less than the original labor amount.
I’ve also created an Advanced Textile Mill, since there was previously not an advanced version of this structure. This will allow Freetraders to choose between specializing in a particular commodity with Advanced Structures, or the more flexible route with the Assembly Yard.
Additionally, the Master Large Shipyard is getting a slight reduction in its benefits. In 1.12, this structure had a .2 labor multiplier, which is effectively .1 when we factor in the global labor multiplier of .5. This was a staggering 90% discount of the original labor cost for all recipes produced in this structure! We felt that this was too large a benefit, especially given the construction time of Lineship Structure Bundles with this discount. In 1.13, this structure will have a .4 labor multiplier, which is effectively .2 when we factor in the global labor multiplier of .5.
Increased Cargo Hold Space
The final addition for 1.13 is the increase of cargo hold space for some of our high level ships. This should make hauling a little easier since there are now more goods flowing about the Economy.
Couronne: Cargo capacity 2000 -> 3000
Defiant (Stripped): Cargo capacity 545 -> 750
Leviathan: Cargo capacity 2250 -> 3600
Mignone: Cargo capacity 900 -> 1125
Mignone (Mastercraft): Cargo capacity 950 -> 1200
Oliphant: Cargo capacity 1000 -> 1500
San Mateo: Cargo capacity 1400 -> 1950
San Mateo (Trader’s): Cargo capacity 2400 -> 3000
In the case of the Mingone, Oliphant, and the San Mateo, all variants of those ships will gain the increased cargo holds from the base ship.
The Leviathan gets more of an increase than the San Mateo Trader’s Galleon because it is much slower both on the Open Sea and in battle, and has significantly less combat ability. The San Mateo is in every way a superior ship for dangerous waters.
These are the last of the major changes planned for the economy in the short term but we’re going watch the Economy very closely, and keep track of how these changes affect every day trading and shipbuilding.
03/09/2009 | Developer Log | Lum | Discuss