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Announce News Post #1317

Changes to commodity production

Written by: Garryn
Date: Wednesday, August 19th, 2009
Addressed to: Everyone


Greetings once again,

as mentioned in the previous post, I have made considerable changes to
the towne commodity production system.

First, you will notice that processing raw materials into commodities
now has a gold cost attached to it. The gold is taken from the Trade
ministry budget, and material production will be halted if the Trade
ministry does not have any gold left, so I do recommend not running out.

Second, I have adjusted the formulas used to determine production
efficiency. Specifically, setting the material prices too low will incur
a much higher penalty now. Most townes should not be affected here, as
their prices are reasonable, but I do recommend that the governors watch
out for this and adjust prices if necessary.

To aide you with setting the prices, TOWNE MAT SUMMARY will now inform
you how eager the towne's workers are to produce commodities for you.
The less they are willig, the less they will produce. You don't want
this eagerness to drop to the minimum, trust me! Also, the city REVLOGs
will inform you about the costs of commodity processing. Revlog entries
will be generated once per hour, so as not to spam the REVLOG too much.

If you do happen to overestimate the willingness of your towne memebrs
to work for little pay, temporarily increasing the price above the
desired one will help you regain their trust faster.

I have set the desired material price and the production costs such that
you shouldn't have to adjust the final commodity costs - but you won't
be able to rack up millions of gold from this any more, either.

If there are any problems with this, please BUG them in the usual way.

Garryn


Penned by my hand on the 2nd of Fas, in the year 587 AD.


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