DD/Buildsystem/Market place
From Unknown Horizons
This page is part of the Unknown Horizons design document. Please discuss everything concerning this topic on the "discussion" tab of this page. If you´re not sure whether your ideas are fitting the Unknown Horizons style, either use the discussion page, talk to us, or edit the "Questions" section of this page, but please don´t directly edit the other parts.
Proposal
Summary
The market place is or rather should be the center of a town. Its main and most probably only function is to supply the inhabitants of a settlement with needed goods. Inhabitants can collect goods there and only there. So, the market place will be the first requirement to fullfil for a working settlement. Market places are also limited by their range (a pretty big range) which will consequently mean you will need more than one market place to completely cover all residents in you settlement. Several market places in bigger cities are not uncommon.
To avoid having too many market places - especially for closing small gaps in your accommodation - building class will additionally feature smaller buildings with less range (like shops, small basars or something) which will work very much like the market places.
Moreover the market place is an object of prestige. It will change every increment to reflect the settlements state of development. To make this happen successfully the size of the market place ist the SAME in EVERY increment.
Finally the inventory of the market place will not be the settlement wide inventory used by branch offices or warehouses. The market places' inventory will only contain goods available for inhabitants resp. needed by them. To extend the functionality of this inventory it should be possible for players to:
- restrict goods avaiability for inhabitants.
- restrict the amount of avaiable goods for habitant.
- raise value-added taxes for goods (maybe!).
Restrictions might be very helpful to avoid inhabitants using all available goods to update the residents in a new increment, or when the production of a new good has just started and the player want to ensure the full accommodation first.
Implementation related notes
See also Supplying buildings with goods.
Graphics
- The market place needs individual graphics for each increment. The graphic features to reflect the development will be the ground, the market stalls and a well/fountain/statue (depending on increment.)
- The additional buildings (shops, basars and so on) will need graphics depending on which increment they will be available.
Sounds
Nice ambient sounds for crowded places will increase game depth.
Open questions
None so far.
Phasing
Details
First:
- First implement market place inventory and make inhabitants using the market place only to gather goods.
- Implement restrictions for goods.
Then:
- Implement the update function as soon as it is figured out how increments and buildings' updates will work in detail.
- Implement taxes (if accepted by dev team) as soon as it is figured out how taxes will be handled.
General
Hopefully, next milestone.

