Patching economy for multiplayer games...

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escopena
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Patching economy for multiplayer games...

Post by escopena »

Hi,

I have been developing patch(es) to make multiplayer game more interesting.

Indexes

Image
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
Indexes
index.png (2.67 KiB) Viewed 7234 times
Last edited by escopena on 13 Dec 2007 09:47, edited 1 time in total.
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Re: Patching economy for multiplayer games...

Post by escopena »

Tax collecting

Image

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.

Image

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€.

Image
Attachments
Global cargo stats
Global cargo stats
global_cargostats.png (17.26 KiB) Viewed 7226 times
Players cargo stats
Players cargo stats
cargostats.png (14.62 KiB) Viewed 7227 times
Tax stats
Tax stats
tax.png (8.71 KiB) Viewed 7217 times
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escopena
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Re: Patching economy for multiplayer games...

Post by escopena »

Awards

Image
Attachments
Yearly report
Yearly report
yearly.png (23.62 KiB) Viewed 7245 times
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Re: Patching economy for multiplayer games...

Post by Acerbus »

I very much like this, adds a whole another level of gameplay, imo. It should probably have an off/on button, though.
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Re: Patching economy for multiplayer games...

Post by Bilbo »

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?
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)
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Re: Patching economy for multiplayer games...

Post by escopena »

Bilbo wrote:Also, is there some working patch already? Or is it still in the "planning" state?
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...

BTW Is there any way to hide attachments?
Last edited by escopena on 13 Dec 2007 19:15, edited 1 time in total.
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Re: Patching economy for multiplayer games...

Post by Bilbo »

escopena wrote:
Also, is there some working patch already? Or is it still in the "planning" state?
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...

BTW Is there any way to hide attachments?
I am afraid only way to hide attachments on forum is not to post it. From who do you want to hide them?

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)
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Re: Patching economy for multiplayer games...

Post by Zephyris »

Wow! Very nice! Bite-size chunks and into trunk!
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Re: Patching economy for multiplayer games...

Post by athanasios »

Seems work is done behind the scenes.
The annual award is smart and provides incentive to players.

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athanasios
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Re: Patching economy for multiplayer games...

Post by Ailure »

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. :mrgreen:
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Re: Patching economy for multiplayer games...

Post by bobulator »

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!)
Erm...
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Re: Patching economy for multiplayer games...

Post by Psistorm »

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 :)
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Re: Patching economy for multiplayer games...

Post by Bilbo »

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!)
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.
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)
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Re: Patching economy for multiplayer games...

Post by escopena »

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!
Attachments
mt-patch-0_27-r11673.patch
Mehteeni Tycoon patch....
(107.42 KiB) Downloaded 178 times
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Re: Patching economy for multiplayer games...

Post by 2007Alain2007 »

seem every one liked your idea but nothing was said after your patch was made are you still working on this patch
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Re: Patching economy for multiplayer games...

Post by Yexo »

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).
escopena's profile wrote:Last visited: Mon Apr 06, 2009 9:40 am
Let me guess: he is not working on it anymore.
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Re: Patching economy for multiplayer games...

Post by escopena »

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...
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Re: Patching economy for multiplayer games...

Post by escopena »

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.
Image

Loan Auction
Once in a year Central Bank arranges loan auction. Auction is won by company who offers biggest total interest for loan.
Image

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.
Image

Economy Report
Economy Report shows how companies have performed in different areas. Numbers are cumulative from the begining of the game.
Image

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.
Image

Tax Statistics
Tax Statistics tells how much company is paying taxes and how much it gets support.
Image

Yearly Report
See explanation in earlier posts.
Image

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.
Image

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...

Post by 2007Alain2007 »

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/
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Re: Patching economy for multiplayer games...

Post by escopena »

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.
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