Topic: Paying workers
solidseth Topic Opener |
Posted at: 2020-01-20, 22:11
Hi all I'm absolutely loving the game, and came back to this after adoring a demo of settlers II I played the life out of that came with PC Gamer back in the 90's. One thing I think would be interesting to consider doing would be introducing a financial economy to the economy. I think there are probably a ton of different ways this could be done and only have vague ideas, but like the idea of workers each having their own money which they spend on food and maybe even housing and then have them only undertake work when they need paying to bring their balance back up to a certain level after spending money to keep hunger and tiredness at the right level. This would create tons of new dimensions in which the game could evolve, you could trial having civilisations which were more socialist or even have competition for workers between civilisations. It's just an idea, I've not had a look at the code and only know a rough bit of python and java, but if this is an idea others are interested in I'd really enjoy working with others to try and get this to work. Top Quote |
the-x |
Posted at: 2020-01-21, 09:10
It seems huge, but i really like that Idea a lot. Maybe it even takes a second game. Top Quote |
Nordfriese |
Posted at: 2020-01-21, 10:16
Suggestion: Play Imperium Romanum That´s the game I used to play before I found Widelands. It´s quite a lot as you are suggesting, and very interesting to play. But it´s a totally different game. I´m against changing Widelands in such a huge way, it would become a completely different game. Top Quote |
hessenfarmer |
Posted at: 2020-01-21, 10:25
100% agreement. This wouldn't be widelands anymore with this change. Top Quote |
stonerl |
Posted at: 2020-01-21, 16:31
Well, I have to agree with Hessenfarmer and Nordfriese. But we'd appreciate bif you'd like to help implement other features or help iron out bugs. Top Quote |
WorldSavior |
Posted at: 2020-01-21, 17:32
I also agree to not change all tribes that way. But maybe it would be possible somehow to create a new tribe which works with this concept? I don't suggest this for the game, but it could be fun for modding. And by the way: @solidseth: Welcome to the forum Edited: 2020-01-21, 18:54
Wanted to save the world, then I got widetracked Top Quote |
Nordfriese |
Posted at: 2020-01-21, 18:41
Nope. A ware "Money" could be introduced as input for productionsites, but payment for soldiers, roads etc, and workers spending money on food and stuff would require huge coding changes. Top Quote |
solidseth Topic Opener |
Posted at: 2020-01-21, 21:09
Hey guys thanks for all the comments, I think even if the change was brought in just for one new tribe it could arguably change the feel of the game so much it could no longer be considered wide lands. That said I'm still really interested in the idea and would like to give it a bash in the future sometime hopefully. If I wanted to work on this though given how much of a change it would be would you be comfortable with me working on via this forum here on the site or is it something you'd want me to take else where? Anyhow getting to grips with how the code functions by looking at bugs and helping with implementing existing features appeals to me. I've had a look at the code on github and am I right in thinking I'd need to know C++ and Lua to usefully contribute? Any good resources you can recommend for getting started with those? I've got some other things I'm juggling at the moment, but in the next couple of months I'd like to sink some time into this, especially if I can find a way to justify doing the AI as part of my Python course I'm doing working on evolutionary neural networks, which might be a way I could help with the AI. Top Quote |
Nordfriese |
Posted at: 2020-01-21, 21:28
If you really want to work on this, how about starting an official fork of Widelands with a financial and worker-individualistic component?
You´d be very welcome Widelands is coded entirely in C++. Only the scenarios and tutorials are written in Lua. (The initialization code for the tribes and world consists of very simple lua scripts.) So if you want to write scenarios, you need to know Lua; for bugs and features, C++. As resource, I´d personally recommend learning by doing I joined Widelands development as a Java developer; Java and C++ are not so different so after working on a number of smaller features I was already quite familiar with the code. If you know Java, you´re all set to delve into the code. You can find a list of issues well suited for beginners in our bug tracker Edited: 2020-01-21, 21:37
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