DD/Balance
From Unknown Horizons
Contents |
Summary
The economical balance is roughly defined by 2 extends:
- The settlers have to pay enough, so that running costs are covered and a small profit exists
- The production buildings have to produce enough for the settlers
| Note: Please note that the following examples are only suggestions, if you experienced a different gameplay, please add the examples which in your opinion suit better or best! Also note that since the game is in dynamic development some changes may have altered the gameplay hugely after those proposals were done. the current values can be viewed in balance.sqlite or using the tool ./development/print_db_data.py with various options. |
At pioneer level
I (totycro) suggest, we define 1 or more example settlement with a reasonable economic structure and number of buildings, and make sure, that the balancing requirements are fullfilled.
A settlement at pioneer level with this buildings should work:
Example 1: totycro
- 1 branch office
- 2 lumberjacks
- 1 farm + 4 potato fields and 1 sheep fieldh
- 1 weaver
- 1 market place
- 8 settlers
Example 2: eoc
(running costs displaying the sum of each line) plus fail @ understanding resource needs calculations (-,
- 1 each: branch office, market place, storage tent 0
- 2 lumberjacks 10 / 0
- 12 settler tents (max. inhabitants: 30) 0
- needing (per minute): 8 textile, 8 faith 1, 12 food.
- 2 fishermen (producing 6 food each) 10 / 0 «« too little efforts to get food here. potato field should be more effective since we have a farm at that point of the game anyways, so why not have 3 potato fields and one fisher producing enough food?
- 1 chapel (producing 15 faith 1) 15 / 5
- 1 farm + 3 pasture (producing 8-9 wool) 10 / 5
- 1 weaver (producing 8 textile) 15 / 5
So a total value of running costs 50 (without the lumberjacks since they are not needed steadily) should be paid as taxes on normal tax regulation in my opinion, therefore 4 - 5
per tent or 1.5-2 per inhabitant.

