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ug:trading_system [2013/12/30 16:37]
serialkicked created
ug:trading_system [2018/03/17 09:52] (current)
serialkicked
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 +~~NOTOC~~
 +[[ug:​start|{{ :​ug:​ug-title01.png?​nolink |}}]]
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 +<WRAP justify>
 ====== Trading System ====== ====== Trading System ======
 +Unending Galaxy uses a relatively straightforward economic system. Factories produce wares out of basic resources that can be found in some sectors of the galaxy (solar energy near suns, various ores in asteroid belts). More advanced factories build finished goods (ship parts, station parts and trading goods) with those wares. Stations lacking resources will buy at a higher price tag than those with an overflow. ​
  
-Unending Galaxy uses relatively straightforward economic systemFactories produce wares out of basic resources that can be found in some sectors of the galaxy (solar energyvarious ores). More advanced ​factories ​build finished goods (ships, ​weapons, trading goods) with those wares. Stations lacking resources ​will buy at a higher price tag than those with an overflow.  +The ship and station production capacity of faction is directly tied to how many ship/​station parts it can produce or buyIf a faction is hit in this production chaineither by destroyed transport or factories, it won't be able to replace military ​ships without spending additional money to import materials from the home-world. And if it has no money left eithermilitary production ​will be halted
- +</​WRAP>​
-===== Station Types =====+
  
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 ==== Factories ==== ==== Factories ====
-The factories ​produce wares periodically using resources, very similar to XExcept that coding wiseanything in the game is a wareincluding ​ships, weapons and so onSo ship producing facilities can be put into the galaxy without additional coding.+</​WRAP>​ 
 +</​WRAP>​ 
 +<WRAP justify>​ 
 +Factories ​produce wares periodically using resources. ​In Unending Galaxythey are self sustainedthey manage their supply / selling cargo ships automaticallyFactories lacking a specific ware may post a mission requesting for such ware at a higher price than usual.
  
 +Some low level factories gathering basic resources like the //Solar Power Plants// don't need resources but can only built in a limited amount in a sector with high amount of luminosity, like near suns. On the other hand, mines (iron and silicium) can only be built on asteroids, and depending on game settings, may deplete after a while.
 +</​WRAP>​
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 ==== Trading Stations ==== ==== Trading Stations ====
-Trading stations collect wares produced by factories and act as the main trading hub of each sector, they can also act as resource sink if there’s an overflow of a particular product. And, of course, sectors lacking a particular product will buy it for an higher price than sectors having too much of it. +</​WRAP>​ 
 +</​WRAP>​ 
 +<WRAP justify>​ 
 +Trading stations collect wares produced by factories and act as trading hub for planetary colonies, they can also act as resource sink if there’s an overflow of a particular product. And, of course, sectors lacking a particular product will buy it for an higher price than sectors having too much of it. 
  
-===== Trading AI =====+Also, all available trading missions in a given sector are displayed at the trading station. Building a trading station in a sector with a planet allows you to build and control a colony in that sector. 
 +</​WRAP>​ 
 +</​WRAP>​ 
 +</​WRAP>​
  
-Each factory manages transport ships to buy resources and sell products. In UG, most of the decision process (where to buy, where to sell) is not done by the ships but by the stations. It can be compared to a mission board, factories post missions like “need 100 energy cells” or “10 javelin missiles available” to this board when needed. Then, at both the station AI level (local trading) and the faction AI level (inter sector trading), those missions are attributed to the most suitable trading vessels available. It’s fast and scale very well with crowded maps. Also, it can be incorporated into the mission system for the player with little effort. ​ 
  
-===== Wares =====+<WRAP center round box 70%> 
 +<WRAP centeralign>​ 
 +==== Wares ==== 
 +</​WRAP>​ 
 +</​WRAP>​ 
 +<WRAP justify>​ 
 +Unending Galaxy, in its base form (non-modded) won’t feature as many wares as X-Universe games, firstly because I lack graphic assets to have a bazillion factory types, and secondly because I don’t really think it’s needed to have 10 or so variants of the same exact product. More isn’t necessarily better.
  
-Unending Galaxyin its base form (not-modded)probably won’t feature as many wares as X3firstly because I lack graphic assets ​to have a bazillion factory typesand secondly because I don’t really think it’s needed ​to have 10 or so variants of the same exact product. More isn’t necessarily better.+Wares are divided into 3 categories: Primary resourceslike ores and energyare directly mined or gathered from the map by the relevant factory. Thenthey are moved to other factories producing //​intermediate resources// (like metal allowsmicrochips) that will then be used to produce trading goods (computers, medicine, food) and ship/​station parts.
  
-===== Ship Production =====+There'​s also illegal wares in some territories but not in others. They are mostly produced and traded by the [[UG:​Pirates|Pirate faction]]. Dealing in such wares will give you a bigger bang for your buck, but if you get scanned by a police or military ship, your career as a smuggler may be short lived. 
 +</​WRAP>​
  
-While ships can be bought directly from a 3rd party, they can also be produced. My game engine allows for individual ship (or weapon, shield..) production from factories, however this is not the approach I use here. Instead there'​s "Ship Parts" components that are produced by a relatively long (depends, it can be faction specific) production loop. Those parts, when transferred to a shipyard can then be converted into ships. How many parts are needed is ship dependent (bigger ship = more parts). 
  
-This system ​makes things much easier ​for the AI to keep ship production ​running and estimate its military strength accuratelyAlso it could lead to the implementation of interesting behaviorslike attacks of supply transports ​to keep an enemy war machine down.+<WRAP center round box 70%> 
 +<WRAP centeralign>​ 
 +==== Ship Production ==== 
 +</​WRAP>​ 
 +</​WRAP>​ 
 +<WRAP justify>​ 
 +While ships can be bought directly from a 3rd party, they are mostly produced via the economic ​system. My game engine allows ​for individual ​ship (or weapon, shield..) ​production ​from factories, however this is not the approach I use hereInstead there'​s "Ship Parts" components that are produced by a relatively long (depends, ​it can be faction specific) production loop. Those partswhen transferred ​to a shipyard can then be converted into ships. How many parts are needed is ship dependent (bigger ship = more parts).
  
-===== Player Economy vs AI Economy ===== +This system makes things much easier for the AI to keep ship production ​running ​and estimate its military strength accuratelyAlso it could lead to the implementation of interesting behaviorslike attacks of supply transports to keep an enemy war machine down. 
- +</​WRAP>​
-Like the AI, the player will be allowed ​to build stations and factories, have ship production ​units and so onMicro management will be kept at a low levelas your trading empire will mostly be automated. There'​s no major difference between player and AI empires on the economic front.+
ug/trading_system.1388417873.txt.gz · Last modified: 2014/04/26 12:57 (external edit)