Difference between revisions of "Category:Workshop"

230 bytes added ,  14:19, 25 April 2016
imported>Gawdl3y
imported>Gawdl3y
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* Higher population in the vendor's location AND any linked settlements gives more income (up to a max per day)
* Higher population in the vendor's location AND any linked settlements gives more income (up to a max per day)
* Happiness modifies vendor income (higher happiness = higher income multiplier).
* Happiness modifies vendor income (higher happiness = higher income multiplier).
Current constants:
int minVendorIncomePopulation = 5 ; need at least this population to get any vendor income
float maxVendorIncome = 50.0 ; max daily vendor income from any settlement
float vendorIncomePopulationMult = 0.03 ; multiplier on population, added to vendor income
float vendorIncomeBaseMult = 2.0 ; multiplier on base vendor income


In general, each vendor types is created by creating that kind of "shop" object, and assigning an NPC to it. Each type of "shop" has 3 levels - higher level shops are more expensive but offer correspondingly better benefits.
In general, each vendor types is created by creating that kind of "shop" object, and assigning an NPC to it. Each type of "shop" has 3 levels - higher level shops are more expensive but offer correspondingly better benefits.
* Weapons: defense rating
* Armor: defense rating
* Clinic: happiness
* General trader: happiness
* Clothing: happiness
* Bar: happiness


==Internal Resources==
==Internal Resources==
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