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Implement organization and city economy #916
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LGTM If JonnyH and any other devs don't have any queries, i'm good to merge Thanks for a great update ShellStorm |
We should be able to update those values via difficulty patch XML for BuildingFunction. I don't think they work that well in OG either (Marsec gets income boost in base data for example), so we can look to change them later. |
game/state/city/building.cpp
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{ | ||
// Initialize economy data, done in the map/city editor or when game starts for the first time | ||
// Not on save/load, that's why values are serialized | ||
currentWage = 65; |
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Is this the default initial state? Maybe add it to the extractor instead (IE so it'll be in the 'initial gamestate' - as otherwise this in-code value will override anything set in mods
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Yes, it was the default internally. I moved it to be a city variable, set in the extractor (only for human map). The rest of "magic numbers" is a rough proportion of this one, so I got rid of those.
Excellent work Shellstorm! |
Wow im reading your description and cant belive my eyes) its looking really great .. and fo that short time X-Com funding will be implemented separately as they use completely different logic there. Anyway this your work and Jonny with language changes should be now go to OA news at FB =] right away! |
Fully implemented city economy along with workers, wages and budgets. Based on actual data and algorithms in the original game. X-Com funding will be implemented separately as they use completely different logic there.