Posts: 2,122
Threads: 244
Joined: Oct 2007
Staff roles:
And, as expected, I basically finished with the final pass through the pricing spreadsheet today. I actually haven't set up prices for Gallic Artifacts or Scrap Metal yet, pending decisions about what to do with them in the mod. Next comes saving the data into a new file, and deleting the data columns that I no longer need. Then sort the prices according to the type of code they need, write a script to set up the code for me, and go read a book while the computer works on it. Then I'll resort the sheet according to bases, and after saving as a text file I'll basically have the code ready to copy/paste into the game file. Unfortunately, that will all have to wait a week due to some real life obligations.
Current length is 24,692 rows, and 160 commodities.
You may be interested to know that earlier this fall I categorized the 579 bases in the mod according to function in the economic system, such as population, raw materials, processing, outpost, battleship, etc. Here are a few statistics:
Excluding nearly all guard bases and alien bases (Nomad, Wilde, Phantom) leaves 477 bases. So about 100 bases are either guard or alien.
There are 53 battleships in the mod.
There are 124 unlawful bases in the mod, not including unlawful guard bases.
298 bases are within the borders of a House, as defined by the server rules. 64 of these are unlawful bases, leaving 234 lawful House bases.
138 bases are located within Gallic-controlled systems (not all of these are House bases as defined by the server rules).
Excluding battleships, guard bases, unlawful bases, and lawful police outposts leaves 245 bases. These are the primary bases in the economy, and are my main concern when establishing prices.
Check out my Trade Development Blog
for all the latest news on Nerfs and Final Nails, or to request trade changes.