Behold the Yuuzhan Vong Army! This mod adds the Yuuzhan Vong Race as a playable faction and all units of this era. We are a community of modders working for the greater goal, so anyone who wants to help or support us is welcome!
Just a few screenshots of the current system of some of the diplomacy buildings. Taxes are generated as well as a flexible Running costs/Profit Margin, which can be both positive and negative
Very, very interesting...
Just the 'tip of the iceberg'
;)
I expected nothing less from the YVAW team. Keep it up :)
That looks awesome :D So I have two questions. Will you be changing the look of the UI? I mean the yellow isn't the best looking color. It's not a GOTTA HAVE IT thing but it would be nice. The other question... I'm not trying to hurry you up or anything. But prospectively, will this mod be larger than the base game? Because it seems like it could be. xD
I'm not a member of the mod team, (would love to be but I'm nowhere near skilled enough to help.)but this mod will be faaaaaar bigger than base game, larger than any mod before it.
We are essentially making an entirely new game. It will be much larger than the original game, with content and ideas never seen in any other mod attempt.
If you all thought the models and textures were good, they are nothing compared to the code we are developing....
And yes, a complete new design for the UI
Okay, next question then. Does ModDB allow uploads of such massive size? I actually don't know. Because the Lord of the Rings mod for Medieval II: Total War is in two parts and is in total at least 8GB
Apart from not being sure why you're even asking...
But, there is a file size limit of 8192mb (8GB). Everything else wouldn't make sense for the ModDB administration.
You even could argue that split downloads are more convenient for most users.
But isn't that a question which should be asked way closer to release?
I was just curious about how the site worked, not this mod in particular. Sorry
No need to apologize, I was just irritated... Like a lot.
Had to look the size limit up myself. An 8GB limit isn't something you hit on a regular basis.
What about the income? It seems that doing many upgrades to military buildings and such will reduce income dramatically. How much can a faction such as New Republic gain per turn?
All will be explained in time....
Why the mix of NR and Imperial ships? Are hey one faction?
They joined up together agaisnt the Yuuzhan Vong.
Damn
they formed the galactic alliance.
Imperials and GA are not one faction.
In this special case, the mixture originates from the build we're working with.
It's easier to test units and mechanics if you do not have to pay attention to choosing the right faction when you start a test run.
There are lots of posts, even articles regarding the factions and approach we're using, which is why I won't elaborate too much.
Basically there are playable factions, and non-playable subfactions, but because voodoo you'll be able to interact with subfactions and their technology.
Actually, realistically any of the factions in Star Wars would almost certainly run on a central bank fiat currency, just like pretty much every real-world country at this point. Taxes don't fund anything at a national government level, and haven't since the collapse of the Bretton Woods system in 1971. The purpose of federal taxation is to combat inflation by taking money out of circulation (destroying it actually: anything federal you pay to the IRS is literally written out of existence on an accounting sheet), not to generate revenue. I can't think of a single science fiction franchise that grasps how modern monetary systems actually work. So you constantly get absurdities like Halo claiming the outer colonies funded the UNSC through taxes, or Mass Effect claiming the galactic economy was projected to collapse if the Reaper War lasted too long, partly because factions would 'run out of money' to pay for new military equipment. You can't run out of something you hold the monopoly on the creation of.
Really? Fascinating... may I ask for a source on this? If this is true, this could prove useful in something I'm writing?
Bankofengland.co.uk
Sciencedirect.com
Nakedcapitalism.com
Neweconomicperspectives.org
Ignore the 'theory' part of the name, the vast majority of MMT is a factually accurate depiction of modern money creation. The theory part is ideas about what can be done with that power (MMT proponents are generally big on the idea of a jobs guarantee). All of this was well understood 60+ years ago (http://home.hiwaay.net/~becraft/RUMLTAXES.html from 1946), it's how WW2 was paid for. If I were to be super cynical, I'd say it's still understood in DC, at least when it comes to military spending. 15 years of the 'War on Terror' has cost us 5 or 6 trillion dollars. None of that was borrowed, it was created. A national debt for a sovereign currency issuer isn't money burrowed from outside parties (how would that even work? Other countries can't lend us US dollars, only we can create US dollars), it's assets it itself has issued that haven't yet been returned to the balance sheet. In other words it's money in peoples pockets and bank accounts. Lower the national 'debt', and what you're actually doing is impoverishing your citizens.
Actually it's Star Wars.
The economy works like this:
Rebels, New Republic, GA: Well, fluff, you're constantly out of money for plot reasons.
Empire, Hutts, about every other faction: You have an almost unlimited amount of funds, unless the plot tells you otherwise.
Even though Timothy Zann tried to introduce certain economic aspects. During the "Heir to the Empire" series there are two currencies around, Imperial Credits and NR Credits. And for plot reasons both weren't worth a damned thing.
Long story short, galactic economy is weird.
Narrative causality is the most powerful factor of all in political economy, clearly. Someone should write a PhD thesis about it. Writing about things that literally don't exist is par for the course in economics anyway (all glory to the invisible hand!).
Sadly the narrative in fact - irony aside - is the most powerful economic factor in Star Wars. And the game hasn't given us much to work with either. We have Credits and Population Cost (whatever that actually is, one planet give 10? but a ISD cost 6 of those... can't represent people suitable for military service, just arbitrary numbers) everything only costs once, no long term planning in the vanilla setup, not much source material either, as mentioned, the Galactic Bank of Narrative gives credit to whom it may fit...
I'm not criticizing; you do the best you can with what you have. But it would be interesting to one day see a game built from the ground up that actually modeled fiat currencies. Balancing inflation could be an interesting game mechanic. Not even Paradox's in-depth simulators do it.
No worries, didn't take it as a critique.
And yes, I would be really interesting to have a more varied, not necessarily realistic, but more real approach to economy in strategy games. (realistic tends to kill off the fun pretty fast, one of the first things you learn the hard way when designing mechanics). And that balance is so insanely hard to pull off, that most developers don't even bother to try.
How many people are really playing Paradox games? They are close to being as realistic and complex as you can make a game, before you're basically making a game for 20 people - all over the world.
But a realistic approach for a galaxy spanning realm... That probably would actually require a PhD thesis.
I'm officially hyped. I'm infinite times more hyped for this than for that "Rogue One" thing. Every time I use my computer, I have to visit this mod's page.
This comment is currently awaiting admin approval, join now to view.
can u make the space skirmish gameplay like age of empires
we will make the unit type but first we need to make some type buildings that train a different unit
That Just Suggestion
if you dont like my idea just forgot this