Patching economy for multiplayer games...
Moderator: OpenTTD Developers
Patching economy for multiplayer games...
Hi,
I have been developing patch(es) to make multiplayer game more interesting.
Indexes
There is 5 different indexes. From up to down:
1. Terraforming, tree planting
2. Railroads (stations, tracks, vehicles, etc.)
3. Roadvehicles (stations, roads, lorries, busses, etc.)
4. Aircrafts (airports & aircrafts)
5. Ships (harbours, ships, etc.)
Demand = all investments (in one field of business) during last 360 days.
Supply is calculated at the end of every month. If demand is bigger than supply then supply will be increased 20-50% and if demand is less than supply then supply will be decreased 10-40%.
Index = Demand / Supply
Index is recalculated every time when somebody invest to some field of business and also at the end of every month.
So what does this mean?
The idea is to model businesses which are providing products/servers for player to build their business.
For example: All tracks & trains are build by "virtual companies" wihich belong to railroad business field. If players are not investing to railroads those "virtual companies" will decrease their manufacturing volume -> railroad supply decreases -> railroad index increases. When players start to invest to railroads then demand grow and index/prices will go up. During next months if demand is bigger than supply "virtual companies" will increase their volume of manufacturing and prices will come down again but now railroad markets can supply bigger amount of servises&products with lower price.
Why all this hashle?
This is a good way to make players to invest gradually to many fields of business. This makes game more interesting.
These indexes could also be used for example as reference numbers for stock markets and loan interest...
I have been developing patch(es) to make multiplayer game more interesting.
Indexes
There is 5 different indexes. From up to down:
1. Terraforming, tree planting
2. Railroads (stations, tracks, vehicles, etc.)
3. Roadvehicles (stations, roads, lorries, busses, etc.)
4. Aircrafts (airports & aircrafts)
5. Ships (harbours, ships, etc.)
Demand = all investments (in one field of business) during last 360 days.
Supply is calculated at the end of every month. If demand is bigger than supply then supply will be increased 20-50% and if demand is less than supply then supply will be decreased 10-40%.
Index = Demand / Supply
Index is recalculated every time when somebody invest to some field of business and also at the end of every month.
So what does this mean?
The idea is to model businesses which are providing products/servers for player to build their business.
For example: All tracks & trains are build by "virtual companies" wihich belong to railroad business field. If players are not investing to railroads those "virtual companies" will decrease their manufacturing volume -> railroad supply decreases -> railroad index increases. When players start to invest to railroads then demand grow and index/prices will go up. During next months if demand is bigger than supply "virtual companies" will increase their volume of manufacturing and prices will come down again but now railroad markets can supply bigger amount of servises&products with lower price.
Why all this hashle?
This is a good way to make players to invest gradually to many fields of business. This makes game more interesting.
These indexes could also be used for example as reference numbers for stock markets and loan interest...
- Attachments
-
- Indexes
- index.png (2.67 KiB) Viewed 7234 times
Last edited by escopena on 13 Dec 2007 09:47, edited 1 time in total.
Yeah!
Re: Patching economy for multiplayer games...
Tax collecting
Profit = Income - Runningcosts
Income = players yearly income
Running costs = vehicles runningcosts + property maintenance
Profit Tax = 30% of Profit
VAT = 20% of construction + new vehicles
Company value tax = 5% of company value
Tax total = Profit tax + VAT + Company value tax
Tax is collected at the end of every year. Taxes of all players are added to Tax Global Total
15% of Tax Global Total is shared equally between all companies -> equalize game
0-20% of Tax Global Total is paid as vehicle type support
0-35% of Tax Global Total is paid as cargo support
20-30% of Tax Global Total is paid as award
Cargo & Vehicle type -support
Idea is to make players transport all kind of cargo with all kind of vehicles.
Global statistics tells how much of each type of cargo is transported and how much profit is gained from it. Rate column tells how much support is paid for each cargo. Its in percents of Tax Global Total. For example in 1980: Companies who have transported oil have got 7% of Tax Global Total = 9,7M€. Support has been shared between companies depending how much each company have transported oil. Next statistics tells my companys cargo statistics. I have transported oil only 700 units so support is (700/2800)*9,7M€ = 2,4M€.
Profit = Income - Runningcosts
Income = players yearly income
Running costs = vehicles runningcosts + property maintenance
Profit Tax = 30% of Profit
VAT = 20% of construction + new vehicles
Company value tax = 5% of company value
Tax total = Profit tax + VAT + Company value tax
Tax is collected at the end of every year. Taxes of all players are added to Tax Global Total
15% of Tax Global Total is shared equally between all companies -> equalize game
0-20% of Tax Global Total is paid as vehicle type support
0-35% of Tax Global Total is paid as cargo support
20-30% of Tax Global Total is paid as award
Cargo & Vehicle type -support
Idea is to make players transport all kind of cargo with all kind of vehicles.
Global statistics tells how much of each type of cargo is transported and how much profit is gained from it. Rate column tells how much support is paid for each cargo. Its in percents of Tax Global Total. For example in 1980: Companies who have transported oil have got 7% of Tax Global Total = 9,7M€. Support has been shared between companies depending how much each company have transported oil. Next statistics tells my companys cargo statistics. I have transported oil only 700 units so support is (700/2800)*9,7M€ = 2,4M€.
- Attachments
-
- Global cargo stats
- global_cargostats.png (17.26 KiB) Viewed 7226 times
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- Players cargo stats
- cargostats.png (14.62 KiB) Viewed 7227 times
-
- Tax stats
- tax.png (8.71 KiB) Viewed 7217 times
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Re: Patching economy for multiplayer games...
Awards
- Attachments
-
- Yearly report
- yearly.png (23.62 KiB) Viewed 7245 times
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Re: Patching economy for multiplayer games...
I very much like this, adds a whole another level of gameplay, imo. It should probably have an off/on button, though.
Re: Patching economy for multiplayer games...
May be very interesting, if individual features would be turnable on/off and everybody applies them as desired.
Also, is there some working patch already? Or is it still in the "planning" state?
Also, is there some working patch already? Or is it still in the "planning" state?
If you need something, do it yourself or it will be never done.
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
Re: Patching economy for multiplayer games...
Yes, we have be testing these patches for more than 12 months by now... Of couse there are not ready yet but I will "release" windows binary and patch files some day near future...Bilbo wrote:Also, is there some working patch already? Or is it still in the "planning" state?
BTW Is there any way to hide attachments?
Last edited by escopena on 13 Dec 2007 19:15, edited 1 time in total.
Yeah!
Re: Patching economy for multiplayer games...
I am afraid only way to hide attachments on forum is not to post it. From who do you want to hide them?escopena wrote:Yes, we have be testing these patches for more than 12 months by now... Of couse there are not ready yet but I will "release" windows binary and patch files some day near future...Also, is there some working patch already? Or is it still in the "planning" state?
BTW Is there any way to hide attachments?
Well, I usually release my patches here for other people to look at and test much earlier than before the final stable version. Sometimes I release first playable/usable version, sometimes even version that basically does not work due to the bugs (like the "Raising max. height to 127" patch, because I needed feedback and advice on it ....) So don't be shy to release version of patch that have still some bugs. We'll test it and perhaps find some other bugs or possible improvements you have missed.
If you need something, do it yourself or it will be never done.
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
Re: Patching economy for multiplayer games...
Wow! Very nice! Bite-size chunks and into trunk!
- athanasios
- Tycoon
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Re: Patching economy for multiplayer games...
Seems work is done behind the scenes.
The annual award is smart and provides incentive to players.
regards
athanasios
The annual award is smart and provides incentive to players.
regards
athanasios
http://members.fortunecity.com/gamesart
"If no one is a fool I am also a fool." -The TTD maniac.
I prefer to be contacted through PMs. Thanks.
"If no one is a fool I am also a fool." -The TTD maniac.
I prefer to be contacted through PMs. Thanks.
Re: Patching economy for multiplayer games...
Wow, I had lots of ideas on how to make games more even between newly started companies and established ones (such as the concepts of company value tax and profit tax.) Looks a bit tricky, but I guess it will stick after a game or two.
Can't wait for the patch to be out.
Can't wait for the patch to be out.
Re: Patching economy for multiplayer games...
I like the idea of tax and supply/demand.
BTW, why does this data have to be exclusive to multiplayer games?
Non-human companies could compete as well (but this would require a lot of AI programming ,ugh!)
BTW, why does this data have to be exclusive to multiplayer games?
Non-human companies could compete as well (but this would require a lot of AI programming ,ugh!)
Erm...
Thats It.
Thats It.
Re: Patching economy for multiplayer games...
I definitely also like whats going on here, and supply/demand and taxes could well be included into a single player game, in order to balance the mid to late game area when one usually has way too much money to spend
Re: Patching economy for multiplayer games...
Once noAI would be complete, I guess we'll have some decent AI relatively soon, so I think AI's should be also included in the competition.bobulator wrote:I like the idea of tax and supply/demand.
BTW, why does this data have to be exclusive to multiplayer games?
Non-human companies could compete as well (but this would require a lot of AI programming ,ugh!)
If you need something, do it yourself or it will be never done.
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
Re: Patching economy for multiplayer games...
Hi,
Here it comes, my first patch. Obviously its not ready yet. It has "some" bag coding, bugs, etc... Remember this is my very first C/C++-project ever! Any suggestions are welcome!
Please notice that running and construction costs are also altered. Please use Aviators Aircraft (av8) v1.331.
TODO:
Fix Yearly Report GUI
Clean up
Balancing....
You name it!
Here it comes, my first patch. Obviously its not ready yet. It has "some" bag coding, bugs, etc... Remember this is my very first C/C++-project ever! Any suggestions are welcome!
Please notice that running and construction costs are also altered. Please use Aviators Aircraft (av8) v1.331.
TODO:
Fix Yearly Report GUI
Clean up
Balancing....
You name it!
- Attachments
-
- mt-patch-0_27-r11673.patch
- Mehteeni Tycoon patch....
- (107.42 KiB) Downloaded 178 times
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- Posts: 658
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Re: Patching economy for multiplayer games...
seem every one liked your idea but nothing was said after your patch was made are you still working on this patch
For Community Integrated Version http://code.google.com/p/civopenttd/
Re: Patching economy for multiplayer games...
Alain: Can you please stop bumping old topics without anything to add? (And no, asking whether someone is still working on it is not worth a bump of over a year).
Let me guess: he is not working on it anymore.escopena's profile wrote:Last visited: Mon Apr 06, 2009 9:40 am
Re: Patching economy for multiplayer games...
Yexo you are wrong! I am still working on these patches!
I have merged shared infrastructures patch and nowadays we are playing scenarios divided to smaller areas which can be bought through auction. I will post more info in couple of days...
I have merged shared infrastructures patch and nowadays we are playing scenarios divided to smaller areas which can be bought through auction. I will post more info in couple of days...
Yeah!
Re: Patching economy for multiplayer games...
Bank
Companies can add loan offers and requests to bank. Companies can also accepts others offers or requests. Offers and request are in left column and current company's loans are in right column. Loans can be paid more quickly by selecting loan and clicking Payback Now button. If loan is paid back by this method only half of the interest must be paid.
Loan Auction
Once in a year Central Bank arranges loan auction. Auction is won by company who offers biggest total interest for loan.
Indexes
See explanation in earlier posts. Red bus/lorry icon means that current company has selected road tools from main menu and all construction and terraforming is counted to bus/lorry account in economy report.
Economy Report
Economy Report shows how companies have performed in different areas. Numbers are cumulative from the begining of the game.
Shared Infrastructure Rent
Shared Infrastructure Rent can be determined independently for every station and for every vehicle type. Owner of a station can determine how many percent of visiting vehicles last year profit have to be paid as rent. Rent is paid only once in a year. Rent can be negative so you can pay for other companies to get more cargo/passenger to you stations.
Tax Statistics
Tax Statistics tells how much company is paying taxes and how much it gets support.
Yearly Report
See explanation in earlier posts.
Town Auction
We are playing scenarios which divided by waterways into provinces. See map http://www.mehteenit.net/tycoon/images/map.png
Every province has town and some resources or factories. Companies are allowed to build only to provinces they own. To get a province company has to win Town Auction by making biggest offer. Once Town Auction is started it selects random free town for auction. Reserved towns are marked by adding players initials in parentheses into town name. Companies can resell towns. Companies can also sell resources, factories or other parts of provinces they own to other companies.
To make game more challenging our price table looks this:
Companies can add loan offers and requests to bank. Companies can also accepts others offers or requests. Offers and request are in left column and current company's loans are in right column. Loans can be paid more quickly by selecting loan and clicking Payback Now button. If loan is paid back by this method only half of the interest must be paid.
Loan Auction
Once in a year Central Bank arranges loan auction. Auction is won by company who offers biggest total interest for loan.
Indexes
See explanation in earlier posts. Red bus/lorry icon means that current company has selected road tools from main menu and all construction and terraforming is counted to bus/lorry account in economy report.
Economy Report
Economy Report shows how companies have performed in different areas. Numbers are cumulative from the begining of the game.
Shared Infrastructure Rent
Shared Infrastructure Rent can be determined independently for every station and for every vehicle type. Owner of a station can determine how many percent of visiting vehicles last year profit have to be paid as rent. Rent is paid only once in a year. Rent can be negative so you can pay for other companies to get more cargo/passenger to you stations.
Tax Statistics
Tax Statistics tells how much company is paying taxes and how much it gets support.
Yearly Report
See explanation in earlier posts.
Town Auction
We are playing scenarios which divided by waterways into provinces. See map http://www.mehteenit.net/tycoon/images/map.png
Every province has town and some resources or factories. Companies are allowed to build only to provinces they own. To get a province company has to win Town Auction by making biggest offer. Once Town Auction is started it selects random free town for auction. Reserved towns are marked by adding players initials in parentheses into town name. Companies can resell towns. Companies can also sell resources, factories or other parts of provinces they own to other companies.
To make game more challenging our price table looks this:
Code: Select all
static const Money _price_base[NUM_PRICES] = {
100 * 5, ///< station_value
100 * 10 * 3, ///< build_rail
95 * 10 * 3, ///< build_road
65 * 10 * 3, ///< build_signals
275 * 20 * 3, ///< build_bridge
600 * 10 * 3, ///< build_train_depot
500 * 5 * 3, ///< build_road_depot
700 * 5 * 3, ///< build_ship_depot
450 * 15 * 3, ///< build_tunnel
200 * 5 * 3, ///< train_station_track
180 * 5 * 3, ///< train_station_length
600 *300, ///< build_airport
200 * 5 * 8, ///< build_bus_station
200 * 5 * 3, ///< build_truck_station
350 * 50 * 4, ///< build_dock
400000 * 15, ///< build_railvehicle
2000 * 15, ///< build_railwagon
700000 * 25, ///< aircraft_base
14000 * 8, ///< roadveh_base
65000 * 8, ///< ship_base
20 * 10, ///< build_trees
250 * 20 * 4, ///< terraform
20 * 5, ///< clear_grass
40 * 5, ///< clear_roughland
200 * 5, ///< clear_rocks
500 * 5, ///< clear_fields
20 * 5, ///< remove_trees
-70 * 5, ///< remove_rail
10 * 5, ///< remove_signals
50 * 5, ///< clear_bridge
80 * 5, ///< remove_train_depot
80 * 5, ///< remove_road_depot
90 * 5, ///< remove_ship_depot
30 * 5, ///< clear_tunnel
10000 * 10, ///< clear_water
50 * 5, ///< remove_rail_station
30 * 10, ///< remove_airport
50 * 5, ///< remove_bus_station
50 * 5, ///< remove_truck_station
55 * 5, ///< remove_dock
1600 * 20, ///< remove_house
40 * 5, ///< remove_road
4800 * 8, ///< running_rail[0] steam
5200 * 8, ///< running_rail[1] diesel
5600 * 8, ///< running_rail[2] electric
11000 * 4, ///< aircraft_running orig: 9600
1600 * 1, ///< roadveh_running
5600 * 2, ///< ship_running
1000000 * 15, ///< build_industry
}
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Re: Patching economy for multiplayer games...
There seem to be A LOT of small patchs in this patch but its looking good is there any way to get a win 32 build
For Community Integrated Version http://code.google.com/p/civopenttd/
Re: Patching economy for multiplayer games...
Win32 Binary and latest scenario can be found at http://www.mehteenit.net/tycoon/files/mt066.zip
Notice that patches are for multiplayer game. I have never tested them single player mode.
Notice that patches are for multiplayer game. I have never tested them single player mode.
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