Changes between Initial Version and Version 1 of XML.Entity.Traits.Supply


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Timestamp:
Feb 23, 2008, 4:19:00 AM (16 years ago)
Author:
trac
Comment:

--

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  • XML.Entity.Traits.Supply

    v1 v1  
     1An object with this attribute contains some kind of resource which can be harvested (generically known as "Supply").
     2
     3'''Example:'''
     4
     5{{{
     6        <Traits>
     7                <Supply
     8                        max="50"
     9                        type="food"
     10                        subtype="fruit"
     11                       
     12                        regen="?"
     13                        decay="?"
     14                        vacant="?"
     15                        lootondeath="0.9"
     16                />
     17        </Traits>
     18}}}
     19----
     20
     21= Max =
     22''BRIEF DESCRIPTION ::''The maximum base number of supply the object can have.
     23
     24Note: A value of zero means that the entity has unlimited supply (no matter how much an entity gathers from it, the entity will never run out of supply).
     25
     26When the entity is initialised, the property '''Traits.Supply.Curr''' is also generated. This contains the entity's current level of supply (equal to '''Traits.Supply.Max''' by default).
     27
     28(Some objects start with less than their full supply; Traders for example.)
     29
     30= Type =
     31''BRIEF DESCRIPTION ::'' When an object gathers supply from this object, it is allocated to the specified Resource Pool. Options are:
     32
     33 * ''Food''
     34 * ''Wood''
     35 * ''Stone''
     36 * ''Ore''
     37
     38= !SubType =
     39''BRIEF DESCRIPTION ::'' Identifies what kind of resource is supplied. The gathering object must have an equivalent '''Actions.Gather.!SubType''' string in order to be able to gather from this supply object.
     40
     41''Note that if no subtype is specified (for Wood, Stone, etc), the subtype will be initialised to contain the same value as the type.''
     42
     43= Decay =
     44''BRIEF DESCRIPTION ::'' The entity's supply quantity reduces over time (for example, a decaying animal corpse) at this rate in seconds.
     45
     46'''Not yet implemented.'''
     47
     48Example:
     49
     50 * 1 - Entity loses 1 Supply every second.
     51 * 2 - Entity loses 2 Supply every second.
     52 * 30 - Entity loses 30 Supply every second.
     53
     54= Regen =
     55''BRIEF DESCRIPTION ::'' The object regenerates supply at this rate until it reaches its '''Traits.Supply.Max''' maximum.
     56
     57'''Not yet implemented.'''
     58
     59= Vacant =
     60''BRIEF DESCRIPTION ::'' The supply object must have someone gathering from it in order to retain its resources.
     61
     62'''Not yet implemented.'''
     63
     64This value determines the amount of unattended time that can elapse before its supply begins to decay (see '''Traits.Supply.Decay''').
     65
     66= !LootOnDeath =
     67''BRIEF DESCRIPTION ::'' A percentage (eg 10%, 100%), expressed as a value from 0..1, of the entity's current Supply is added to the Resource Pool of the opponent that kills this entity.
     68
     69'''Not yet implemented.'''
     70
     71= Notes: Resources =
     72
     73== Nature of Resources ==
     74
     75=== Finite Resources ===
     76
     77All resources are ''finite.'' A resource object contains a specified number of resources, and once these have been removed from the resource object, the resource object is exhausted (unless it has some means of being replenished).
     78
     79=== Non-Shuttling Economy ===
     80
     81''Econ units do not shuttle resources back to the player's base.'' Instead, as long as they are assigned to a resource, the resources will be transferred from the resource object to the player's Resource Pool without being carried by the unit (similar to '''Rise of Nations''').
     82
     83The unit will remain at the resource and gather until the resource is exhausted or destroyed, the unit is threatened, or another command is given to the unit.
     84
     85When a resource is exhausted, the unit will attempt to find another nearby resource within the LOS of the Resource Centre to continue his gathering task. (If resources are exhausted within the area of influence of a given Resource Centre, then a new one will have to be constructed to further enable gathering.)
     86
     87As with other economic abilities, multiple units can typically be assigned to gather in an area, but the benefits of each additional unit decreases exponentially.
     88
     89The feedback loop has been removed in order to decrease the costly pathfinding and AI calculations necessary to maintain econ units on gather routes, especially over long distances.
     90
     91=== Resource Gathering Structures ===
     92
     93Most resources require that a resource-gathering structures be constructed within range of the resource object in order to gather from it.
     94
     95There is typically a limit to the number of such structures that may built within each Province, and/or a limit to the number of units that can be assigned to any resource-gathering structure, which helps to control the acquisition of resources.
     96
     97=== Resource Gathering Appearance ===
     98
     99When gathering resources, Citizen Soldiers lose the accoutrements of war and are equipped with the appropriate tool for their task (such as a hoe when harvesting a Field), if any, much like '''AoK''' villagers. Once removed from these tasks or ordered to attack (or responding to the threat of enemy attack), their weapons and shields are restored.
     100
     101Units will move from tile to tile when tilling a Field or tending to animals in a Corral, as part of their gathering animation, but other units gathering Wood, Stone, or Ore, will only move from tile to tile when moving from an exhausted object to the next closest resource object.
     102
     103=== Trading Resources ===
     104
     105In addition to the Gather Methods stated below, the resources can also be acquired through:
     106
     107a] 2:1 trading at a Trade Centre,
     108b] placing Traders or Merchantmen on a trade route,
     109c] or through tribute using the Diplomacy Panel.
     110
     111=== Salvage Reward ===
     112
     113The player gains a small resource bonus when he destroys an enemy (quantity depending on the unit/structure destroyed)..
     114
     115== Resource Types ==
     116
     117There are four resources that the player will need to harvest in order to accomplish his goals.
     118
     119=== Food ===
     120
     121'''Purpose:''' Food is a primary requirement to train units, and is also necessary for most tech research and advancement.
     122
     123'''Gather Methods:'''
     124 * ''Hunt Animals'' in the wild. Unit requires Hunt ability.
     125 * ''Milk Domestic Animals'' in a Corral.
     126 * ''Farm crops from a Field''.
     127
     128=== Wood ===
     129
     130'''Purpose:''' Wood is used to construct wooden structures, siege engines and ships, and outfit units with wooden weapons and equipment.   
     131
     132'''Gather Methods:'''
     133 * ''Chop down Trees''. A Resource Centre must be built within range of a Tree in order for gatherers to gather from it.
     134
     135=== Stone ===
     136
     137'''Purpose:''' Stone is used to construct stone structures (particularly base defenses), and outfit units with stone weapons and equipment.
     138
     139'''Gather Methods:'''
     140 * ''Mine Stone''. A Resource Centre must be built within range of mineable Rocks in order for gatherers to gather from it.
     141
     142=== Ore ===
     143
     144'''Purpose:''' Ore (an unrefined combination of precious minerals and metals) is used to outfit units with metal weapons and equipment. Similar to gold in other games, it is also used to purchase services and commodities, and fund expensive research projects.
     145
     146'''Gather Methods:'''
     147 * ''Mine Deposits''. A Resource Centre must be built within range of a Deposit in order for gatherers to gather from it.
     148
     149=== Population ===
     150
     151'''Purpose: '''Limits the number of units that a player can have at any time. ''Each unit in the game (other than ships, which do not count towards population) occupies one population slot, regardless of its type.''
     152
     153Consists of:
     154a] Population (the number of units currently in existence);
     155b] Population Limit (the number of units that a player can currently support); and
     156c] Population Cap (the upper limit on the number of units a player can have at any time, regardless of how much the player increases his Population Limit).
     157
     158'''Gather Methods:'''
     159 * ''Housing''. Construct structures that increase Population Limit, such as Houses.
     160
     161== Resource Gathering Rates and Civ Bonuses ==
     162
     163To further distinguish them, each civilisation has a unique bonus when using a particular resource gathering method. See the attached table for full attributes of this feature.
     164<table border="1" bordercolor="#000000"><tr> <td> ''Resource''</td> <td> ''Res/sec''</td> <td> ''Civ w/ bonus''</td> <td> </tr>
     165<tr> <td> Hunting (any kill)</td> <td> 0.410</td> <td> Carthaginians</td> </tr>
     166<tr> <td> Animal Husbandry (milking)--Female</td> <td> 0.320</td> <td> Greeks</td> </tr>
     167<tr> <td> Animal Husbandry (milking)--Male</td> <td> 0.310</td> <td> Greeks</td> </tr>
     168<tr> <td> Animal Husbandry--Male w/ Female Aura</td> <td> 0.315</td> <td> Greeks</td> </tr>
     169<tr> <td> Field Farming--Female</td> <td> 0.320</td> <td> Persians</td>  </tr>
     170<tr> <td> Field Farming--Male</td> <td> 0.310</td> <td> Persians</td> </tr> <tr> <td> Field Farming&Male w/ Female Aura</td> <td> 0.315</td> <td> Persians</td> </tr>
     171<tr> <td> Ore (mining)</td> <td> 0.379</td> <td> Romans</td> </tr>
     172<tr> <td> Ore w/ !OreMining Tech</td> <td> 0.435</td> <td> Romans</td>  </tr>
     173<tr> <td> Ore w/ !OreShaft Mining Tech</td> <td> 0.500</td> <td> Romans</td> </tr>
     174<tr> <td> Stone (mining)</td> <td> 0.359</td> <td> Iberians</td> </tr>
     175<tr> <td> Stone w/ Stone Mining Tech</td> <td> 0.412</td> <td> Iberians</td> </tr>
     176<tr> <td> Stone w/ Stone Shaft Mining Tech</td> <td> 0.473</td> <td> Iberians</td> </tr>
     177<tr> <td> Tree Woodcutting</td> <td> 0.388</td> <td> Celts</td> </tr>
     178<tr> <td> Tree Woodcutting w/ Double Bit Axe Tech</td> <td> 0.465</td> <td> Celts</td> </tr>
     179<tr> <td> Tree Woodcutting w/ Bow Saw Tech</td> <td> 0.556</td> <td> Celts</td></tr>
     180<tr> <td> Tree Woodcutting w/ Two Man Saw Tech</td> <td> 0.613</td> <td> Celts</td> </tr>
     181<tr> <td> <i>Note: Female Citizen casts "Allure Aura" over nearby male units to the extent of her LOS causing their gather rate to increase of +.005 Res/sec while under her influence. A corresponding rate of increase is effected for other resource gathering activities, except hunting, if she has male workers within her area of influence (LOS).
     182</table>