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Detailed explanation of riding and killing version 2 1.7 economic system
Put the summary first:
The overlord economic system is actually an excellent system that is easily overlooked. It can be clearly seen that it draws on the experience of a series of economic development games such as great navigators and railway kingdoms, and the economic system is not as rigorous as several famous simulation games in dynamic balance, but it is very eye-catching in a war-oriented game like riding and chopping, which is better than several games of P club (star: how to say agriculture)
Unfortunately, the game system itself has a good foundation, so we can't comment on the economic logic of Turks. The barbecue will boast that the economic system itself, which has been made with great efforts, still has great potential to be tapped. In this way, this problem is not difficult to solve. As mentioned earlier, only by lowering the equipment price and reducing the financial benefits while the iron is hot can the importance of operation be reflected.
Karadiya dynamic economic system;
Up to now, there are many excellent games in the dynamic economy, but it is very rare in the semi-RPG and semi-strategy game of riding and chopping. There are no strategy games such as P Club 4 Meng, Total War or even Civilization Series, let alone RPG.
The underlying logic of the whole system is a dynamic system that simulates the series of Great Navigator, a milestone in the game industry, that is, the production and consumption of resource elements in the whole game environment are completely determined by the content factors of the whole game, and some resources are added out of thin air to make up for the shortage of materials caused by the imbalance of the whole game economic environment.
Daily commodity consumption of a city.
Supply and demand:
All the goods are being consumed. In the on-hook test, these consumptions are real. You know, in the dynamic balance of the whole game, it takes thousands of lines to do this, not just a few lines of code. Because in the overlord, the punishment of insufficient consumables is only reflected in the prosperity, or it can be said that the barbecue club deliberately simplifies and focuses on the prosperity. This is also the biggest reason why this system is not good enough-the negative impact is too small.
Of course, this is a chopping game, not a simulated business game.
Commodity category:
All commodities are divided into food and non-food categories.
Non-food commodities only affect the prosperity of the city, while food commodities will naturally affect the garrison, morale, loyalty, public security and other aspects. The impact on prosperity is several times that of non-food. Therefore, there can be no velvet and pottery in the whole continent of Karadia, but once all the food is bought, the average prosperity of the whole continent will reach three digits.
The prosperity of the whole continent affects the total consumption of all food and non-food commodities.
The number of conscripts in the whole continent affects the total consumption of food and commodities.
Production and consumption of commodities:
Bawang's economic system is divided into two parts: the city is responsible for the production of secondary processed products, and the village is responsible for the production of primary products, and the consumption is obviously less than that of towns.
As you can see, the whole mainland towns are divided into Sana 'ala and other cities. The root cause is that Sana 'ala is the only town whose upper limit of prosperity is subject to the variable of prosperity and growth, while other cities are all due to lack of food.
In the production process, the output of secondary processed products is subject to raw materials and unit output, which is very obvious in the game. What is not obvious in this system is that the output of first-class goods is not only affected by the number of households in the village, but also by the lack of goods.
The production and management mechanism of villages is often ignored by players (after all, it takes millions of people to manage onions, ginger and garlic while the iron is hot). The shortage of non-food supply in towns will only affect prosperity, while the shortage of goods in rural areas will also affect the output of first-class products, because they are all provided by the nearest towns. Among them, influential commodities:
1. Xiaomi, as long as there is any grain in the village, it will operate normally, but once there is no millet in the grain-producing village, the grain output will drop, which is more obvious in the snowy fishing village in the north. At the same time, especially in animal husbandry villages, the task of getting seeds will be brushed out after a long-term shortage of millet.
2. Tools, the demand for tools in all resource-based production villages is higher than that in grain villages. Once the tools are lacking, the output will also be affected. Tasks will also be released after a long absence.
3. Livestock, pack horses, cows and mules. After the village population grows peacefully for a long time, the demand will increase, otherwise the output of the population growth part will not keep up immediately, and the task will be released after a long-term shortage.
This village operation and task system is also a routine to simulate commercial games. The difference is that the punishment is small and the negative impact is not serious. At the same time, the grain, tools and livestock kept by players can not only appreciate, but also the amount of goods in the reward is greater than the output loss caused by the shortage of goods in the village, which means that the player's intervention has led to an unreasonable increase in the overall supply.
RV:
The most important part of the simulation game-commercial transportation. The orthodox elite game such as Railway Empire has a huge railway transportation line and a high upper limit of economic scale. Of course, the commercial transportation in overlord mainly depends on the AI caravan. After all, if a player's caravan doesn't play MOD, there will be at most 30 guards, not to mention that the minutes of the war are not guaranteed, and they will even be taken away by robbers later.
Caravans carry the circulation of goods throughout the continent to ensure the balance of overall supply and demand. Judging from the tracking records of several caravans, the lower or higher the price, the more obviously it can attract the frequency of caravans, and it is quite satisfactory in operating games. However, in the game dominated by fighting, it really shines at the moment, and T Club can see that it is ambitious (that is, the strength is not worthy, especially the development progress, bah).
Caravans can't afford to transport bulk commodities, including: olivestone grapes in the west, wool in the east, wood and iron ore in Bataan Peninsula, fish in the north and dates in the south. These are holes for players.
Transportation insurance:
Because overlord's AI caravan has only time cost and no operating cost, the loss of the caravan in the war can be ignored, and the caravan goods killed by the enemy will also be sold to the city. After a certain period of time, the town dignitaries will refresh the new caravan without cost. At the same time, high prosperity will increase the number of dignitaries = increase the total number of caravans, which is also a dynamic increase in commodity circulation.
Only the goods robbed by robbers and mountain thieves will not enter circulation and be stored in hiding places. If you hang all the leading lords in the city for a period of time, when there are many hiding places in the whole continent, you can feel the importance of commodity circulation and the overall prosperity will decline.
The "monopoly" that everyone likes to see.
Price:
First of all, many players like to monopolize workshops to make money. In fact, it is not because of monopoly, but because of material shortage. The profit of the workshop has nothing to do with monopoly.
The overlord's economic system mainly determines the price of a single commodity in three aspects:
1. Is the commodity of origin?
2. Urban commodity inventory
3. The quantity of goods in the whole continent
The first two items are easy to understand, and the third item is eye-catching, which is also the main reason why I, a lazy person, want to write a long story because I am a little bored today.
In general, the price ceiling of a single commodity in a simulation game is almost only related to the supply and demand of a single trade point, and rarely has much to do with the whole game world market. After all, the life of players is too easy. No, Karadia's whole life is much more boundless. Of course, it is still because it rains while the iron is hot in Mao Mao, and not many people study it seriously.
In the hegemonic economic system, the influence of the quantity of a single commodity on the price of the whole continent is even greater than that of a single town within a commodity quantity function (needless to ask and count). Under normal circumstances, the town where beer is extremely scarce sells about 150 at the highest price, and it is usually about 100 when it is just 0. During the above-mentioned period, the price of beer as a production city was above 100, and the number of sellers who were extremely short was as high as 300. At the same time, we can see that the profits of two breweries in Wengcheng are not much higher than those in other places, which involves another concept that affects dynamic prices: price punishment.
The price penalty curve of overlord is a curve with smooth middle and extremely steep ends. Only in this way can we really ensure that the whole power system and transportation system will not be seriously out of balance. Therefore, in terms of trading skills, the option of reducing the penalty is far better than the direct impact on the price, and the penalty of reducing the selling price is better than the penalty of reducing the buying price. It is precisely because of this curve that, as the beer with the largest unit output, its smoothness is far better than that of expensive products and velvet antler, and it will occupy the first place in the profit of scarce products workshop. When the supply and demand of all commodities are in the median, the products with high unit profit such as valuables and velvet are the most profitable in the workshop. Wool clothing is not affected by this curve because of the false relationship between supply and demand, so the correlation between profit and supply and prosperity is very small.
Urban operation:
There are three main economic indicators of cities and towns:
Taxation: It is positively related to prosperity.
Prosperity: a simplified indicator of whether a city works well or not
Food: the main parameter of a city's normal operation.
Compared with ordinary simulated commercial games, the shortage of non-food materials has little effect on the prosperity of towns themselves, and only indirectly affects the prosperity by reducing the output of grain villages and leading to food shortage.
Whether a town has enough food is the key to its operation. Once there is a food shortage, the factors that contribute to the prosperity of the town itself (such as loyalty and canals) will stop, and it will also affect the urban garrison and militia. With the concept of population integrated into prosperity, the consumption of food by prosperity has become the biggest constraint factor after the development of cities and towns, and the upper limit of prosperity is mainly the loss of houses with rising numerical ratio (9000 prosperous houses -2), which leads to the player's careless imbalance and chaotic development. As for why there is no option to stop the prosperity and growth voluntarily, can you imagine that Beijing and Shanghai can order foreigners not to come?
Therefore, highly prosperous towns must have their own grain-producing villages and ensure their synchronous operation. In many cases, water irrigation is the only choice to increase the population of villages (even Sanala), but the overpopulation of villages and the slow speed of villagers easily lead to the shortage of tools and products, which leads to the reduction of supply and the imbalance of fragile food supply. How to keep the development of dynamic balance is the fun of simulation management. At present, cutting 2 miles has really begun to take shape.
To sum up, it can be seen that it is not enough for other towns to prosper as much as possible except Sanala, which is surrounded by grain-producing villages and has a single supply and demand (Sanala is also the only important town whose prosperity is not limited by food but by the supply of other commodities).
A hypothesis is just a hypothesis. If you don't make huge profits while the iron is hot, how can you make yourself and other families in the kingdom rich?
Obviously, it is to build an economic circle.
As shown above, the current situation in the mainland has remained basically unchanged (Galileo: Ah? ) Basically, there is not much pressure on anyone to hit him, and the economic development is roughly balanced. From the economic level of each country, we can roughly see the advantages and disadvantages of each region.
Among the royal families, Liancheng's destroyed small family is only poor (after all, it didn't cost money to build it), which accords with our intuitive impression that the overall economic environment in the central part of the mainland is the best.
Next, Arcele and Bataan.
It can be clearly seen that the coastal families are relatively rich, and several families on the edge of the desert are also relatively poor because of the long-term influence of thieves.
On the other hand, Bataan was trapped by the war. Although towns are hardly affected by the war, there are many burning villages, which limits the overall economic development.
Valandia is very interesting, similar to the family structure of Arcelorè s, divided into Palavind family and others. The economic environment of the three cities in Palavind Plain is relatively good, while other places suffer from mountain thieves.
In an area with less wars like Azerbaijan, Stegia is actually the country with the lowest economy among all regions, precisely because the whole north is short of rice and the industrial structure is not satisfactory. I'm not discriminating. Some people say that people who enter the wasteland are unruly, while others play in Stugia, a poor and weak place.
Couset, consensus, farmers are couriers, and no one is as rich as bandits.
Whether it is a new player or a veteran who has played countless games, it can be seen that the culture of the Imperial Capital has always been at T 1, and its huge geographical advantage cannot be ignored. To build a business circle that can operate perfectly, besides abundant food output, two key commodities are needed: tools and livestock. Therefore, how to choose regional planning is the key to how to build the kingdom economy. Let's talk about the bad places first this time.
The first is the Northern Empire. It can be said that the Northern Empire is one of the largest industrial zones in the whole continent, and the industrial chain of industrial consumer goods is the most perfect, especially Urbana, which has products, products and food. However, except for the urban area, the whole northern empire was as seriously short of food as Stugia. It is self-evident what food shortage means.
Southern empire. Cut off from the east of poros, the birthplace of pig's feet, there are not many bandits in the whole area, the industrial chain is still perfect, and the grain output is at least a lot of rice and fish, and the meat is alive, but the reason why it still cannot be used as a high-quality economic zone lies in the lack of a key commodity: tools. There is a timber village in Aunila, which is the traffic fortress of the entire southern empire. This is nine Niu Yi hairs. Although it is a little hotter than its neighbors in the south, the problem is that people who eat ducks everywhere in Azelai are never rich because they don't have enough to eat. This led to a long-term lack of production capacity in a large area of the Southern Empire with Enilla as the trading center. Without the intervention of players, even if there are not many wars, it is difficult for the prosperity ceiling to reach the food ceiling.
Valendia
Palavind is the core area of the whole Valandia, and the whole business district is centered on Pa City. However, the city of Goopa is similar to Beijing in other parts of Varan, siphoning the resources of the whole region, but it is difficult for its own output to drive other regions. Varan has iron and wood, and the village development is not a big problem. The main problem in the whole region is that a large area of food products in the south are olives. The problem is that the price difference between olives is small and it is difficult to attract caravans. As food, the upper limit of city bonus is only 12, just like grapes and dates. Results Tiles and olives were unsalable for a long time. Besides sucking rice and fish, bandits in the north and south are also very serious. Even Chalas in the south has two olive villages, and there are often no olives in the city.
Therefore, the Varan economic circle has been and can only be centered on Bacheng, forming a radiating commercial belt, which cannot achieve common prosperity.
Cousett
Everyone knows that the industrial structure itself is quite good. Chaikan needs food and fish, and there is nothing wrong with it except eating fruit. Cann't hold this place Bandits are the boss. Please don't leave. It's not easy to coax Therefore, although economic construction can be centered on Chaikan, it is impossible for a helpless migrant worker to turn over and earn money. The centaur boss runs faster than your bandit class all year round.
As soon as the garbage dump in Stegia came up, its only function was to pour products and drive all the Yankees who were still struggling to make wine without food into the blacksmith's shop to strike while the iron was hot, so as to better feed themselves.
The first is our granary in Loma and North Africa (not).
In the whole area north of the desert, except one who sells silver, one who sells soil, one who sells salt and one who sells hemp, all others sell food. I am worthy of the General Logistics Department of Rome. Although this area has not had enough production capacity because of the lack of tools all the year round, it can't accommodate my production line. Moreover, at present, the impact of grain on prosperity is much higher than other factors, and this shortage of production capacity can be completely ignored.
Therefore, the coastal economic construction of North Africa with Sanala as the core is a brainless project, which can be clicked and entered. Planning? Plan a p
The first choice for beginners to stand on their own feet, a city with no brains and prosperity, and a safe city that is not afraid of being beaten. I, Sanara, am undoubtedly the first pearl of Caradia. It's just a little far from the core of civilization (hey, where's my boat? )
Bataan plateau
It can be seen that the whole Bataan region, both strategically and economically, has been clearly delineated in this region, so there is no need to repeat it. You can have whatever you want, fat or thin, as long as you don't fight.
Western empire.
Royal local granary, sitting on the great plains, has no worries about food and clothing, and is also one of the best areas for centralized wine making. Except for the two border cities of Lagatta and poros, other towns in the whole region can ensure self-sufficiency and even export. The problem in this area is the lack of its own industrial products, only one tree and one mine in Lagata and Luotai areas, and there are not many luxury goods. However, once we enter Marunas from the west and reach Epicletia in the north, the industrial capacity will take off immediately, driving the prosperity of the whole region to a new level.
Next is the last and most important part of this article.
How to establish and build your own business circle
The first step is industry selection.
All the purposes of economic development are for the tax behind prosperity. When only one city's industry needs to be considered, it is basically what it has created, but if the economic operation of the whole kingdom is considered, the choice of industry should be coordinated not only internally but also externally.
From the comparison of grain consumption in 7800 and 9000, it can be seen that the severity of food dependence in the prosperous times is also why a city's economy should be destroyed. This is the fastest way to buy other grains in other cities.
Among all the secondary products, olive oil, wine and beer are food-consuming products. According to the current situation that the serious correlation between goods and food is not equal to prosperity, these three products can be made. However, because the upper limit of the contribution of olives and grapes to the grain of a single city is relatively low, there is a serious surplus of olives and grapes in Valambadan, and there is no problem in building these two industries in production towns. The point is beer. Because the rice production is large, the food addition ratio is large, the caravan's transportation priority is low, and the upper limit of beer's food addition per city is also the lowest 12 level and has been dissatisfied, so reducing the brewing industry will often increase the food supply of the whole continent (which is no different from the early beer).
The first principle of industrial selection in a single town is the supply of raw materials, including the town's own village and the castle village corresponding to the trading point (the products corresponding to raw materials are not beyond the common sense of life, and it is really unclear to change the product interface in the family workshop), which not only ensures the operation of urban industries, but also increases the prices of raw materials and the income and taxes of villages. For example, the Macun tax in the picture above. Of course, horses don't need secondary processing.
If there are more than four industries in the town, consider the surrounding trade. Take Marunas as an example, four optional industries have given up wine. First, because there are other producing areas around, they try their best to raise the city's grain price to ensure that the city's grain inventory and price are always at a certain level, increase the import of key commodities of the caravan and avoid exporting them.
The second step is to build an industrial chain.
As we all know, Jiequlang's olives are unsalable all the year round. We can directly build a batch of oil mills in the local area and export them to caravans.
What? Jiecheng is not mine? This oil mill is not mine either. I am only in charge of construction, not management.
Several important secondary production and export areas in Karadiya:
South Valandia: Olive oil
North of Valandia, southwest of Stegia: flax
Bataan region: wine, tools
Western Empire: Beer
Eastern Northern Empire: Velvet
Northern Empire in Northeast China: Tools
By the way, attach the import and export places of major products in bulk trade:
South of Valandia: Olives-sold eastward.
Bataan region: grapes-sold to the East.
Wood, iron ore-sell at will
Azelai: Jujube-you can go anywhere you like except the desert.
Paddy.-The farther north, the better.
Fish-Bataan, is there a lake with fish?
Ma-Badain, is there a lake or a horse?
Northern Empire: Raw Silk-Sold to the West
Couette: Wool, meat, cheese, butter-not as much as I do in other places.
Stiga: Vietnamese fur is better.
Southern Empire.-Look at me. Where's the queen?
The third step is safety.
After the completion of the industrial chain, the dispatch of goods mainly depends on a large number of AI caravans, so it is very important to ensure the smooth flow of commercial roads. Take Russian cities as an example. It is the busiest traffic area in the whole western region. Therefore, in the three surrounding castles, three families with weak offensive desire were arranged (depending on skills and personality). The main task is to sweep the trade routes and clear the bandits at ordinary times, and to continue to sweep the trade routes and clear the bandits in wartime.
The biggest advantage of the development of the business circle in the kingdom is that it can drive all families in the whole kingdom to be rich together. Lagata, which has been beaten to pieces all the year round, is also recovering rapidly under the driving of the surrounding areas.
In fact, overlord still has a lot of potential to tap in this economic system. As long as he adjusts the economic interference (such as the price of equipment), adjusts the proportion of parameters (such as the proportion of ordinary goods affecting prosperity and the proportion of consuming different foods), strengthens the survival rate of caravans or the import and export tasks of large commodities (now transportation depends entirely on AI), he can make some excellent games.
It's just that it may be a little difficult to count on the Turks, and most of them will have to rely on MOD in the end.
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