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Earth Empires Non-Player-Country Project!
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Better selling of goods, add stockpiling
#33
Closed
jobbish-sql
closed
3 years ago
jobbish-sql
commented
3 years ago
REQUIRED
remaining TODOs in code
REQUIRED (TESTING)
techers aim for 60 bpt
mil reselling and buying more based on market conditions
farmers shouldn't sell bushels at $100 or above under normal conditions ($50 early set)
farmers are a bit less cs heavy at start, sell food on PM during protection
on solo servers, bots reject allies and don't send them
countries should stockpile
add cashing too early country error
https://github.com/jhaagsma/ee_npc/issues/20
techers grow in a more reasonable fashion
demos can bushel recycle during the set under certain conditions
make recall goods function
make recall tech function
destock: techers can sell tech at reasonable prices and recall when it's time to dump tech at server min (only dump on Express)
destock: let techers tech other things than mil tech once mil tech reaches goal
destock: farmers can sell food at demo recycle max - 1 (recall stuck food at end)
destock: all strats can recall bushels at very end
better tech production percentages
better indy production percentages
farmers should sell food on PM more often
farmers shouldn't cash instead of selling on private
better farmer food sell prices - but it should usually be possible to sell above demo recycle limit (especially late in set)
better tech sell prices
better indy sell prices
BUMPED
can I get farmers selling food on public within 180 turns? would need to slow down cs I think, but that's probably a good thing
https://github.com/jhaagsma/ee_npc/issues/21
if high indy stored turns, recall goods (sell military on PM if needed), then dump goods at cheap prices on public
get logout hours, then bump up max sell time from 8 hours if it would help? (Express only)
stop indies from committing NW suicide if they get too many turns - can go into a cycle of continually selling 10% of military on PM
save exit condition to pref
REQUIRED
REQUIRED (TESTING)
BUMPED