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2026-05-27 10:47:30 -04:00
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I do not what the build calculator to just be a 1 for 1 creation of the game, that just seems silly and pointless.
The issue is the amount of randomness in the game. We can ignore that, but there is a sheer amount of randomness that we cannot ignore it all, like even in the research of what we can build at any given time, which can be randomized by Tome RNG.
We can preplan things a bit, so we could end up with a percent chance we have the technology each turn and a random percentage value of how possible the build is based on RNG.
We can do Tome RNG, pretty easily, but what about specific resources? Do we care about percentage of getting a magic material. Do I assign a weight and cost for that action?
Maybe instead of actions, I also do plans. Like "Plan to make a city" and "Plan to make a output" when assumed turn times and costs built in.
What's the absolute prototype of the calculator I can make? Just buildings, and ignore: province improvements, tomes, governors.
I DO NOT WANT people to manager turns. The calculator should handle the earliest turn. So obvious actions are, build building, build unit, scout with unit, attack with army.
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[[Build Calculator Concerns]]
- Draft
- Food
- Knowledge
- Industry
- Magic
- Gold
- Imperial
Need to calculate sum of outputs every turn.
One unit per turn, one building per turn.
User starts off with a Town Hall 1, which generates some basic resources a turn.
+1 Hero Cap
+10 [![Morale.png](https://aow4.paradoxwikis.com/thumb.php?f=Morale.png&width=21)](https://aow4.paradoxwikis.com/City_stability "City stability") City Stability
+30 [![Resource food.png](https://aow4.paradoxwikis.com/thumb.php?f=Resource_food.png&width=21)](https://aow4.paradoxwikis.com/Food "Food") Food income
+20 [![Resource structure production.png](https://aow4.paradoxwikis.com/thumb.php?f=Resource_structure_production.png&width=21)](https://aow4.paradoxwikis.com/Production "Production") Production income
+20 [![Resource unit production.png](https://aow4.paradoxwikis.com/thumb.php?f=Resource_unit_production.png&width=21)](https://aow4.paradoxwikis.com/Draft "Draft") Draft income
We also start with a Throne that generates +120 Gold a turn.
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Can generate these resources per turn:
- Draft
- Food
- Knowledge
- Industry
- Magic
- Gold
- Imperial
Has a Industry Cost
Can be spend up with a [[Rush Gold Cost]].
Telerik UI.
Example data:
- Name: Store House
- Categories: Food
- Effects: +10 Food Income
- Requirements: Town Hall 1
- Costs: 130 Industry, 60 Gold
- Boost: 1 Forester
- Source: General
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---
type: Task
status: TODO
---
# Building Plan Calculator
In general, resources are always produced by buildings. So by building buildings, you have more resources to build buildings a bit faster.
We want to consider every turn, to the last turn the player is on. So if we are on turn 60, we consider all turns between 1 and 60.
We need the income added every turn to a total pool, where appropriate. This pool gets subtracted from via build costs at the specific turn they are required, and any ongoing upkeep costs that occur every turn after said entity exists.
Store JSON of the build order of each building of when it's made.
Store Gold values over time. Table out the stored gold total for every turn that exists, such as the 1 to 60 example.
So to represent this, make a build order class that has an id to and item, and a built at time and a built finish time. The built finish time will be calculated when a stored required industry value, starting with the cost industry and then subtracted by the total income industry reaches a zero cutoff.
![[Building Calculator]]
![[Building Stats Reference]]
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Is there kind of a crazy amount of data in the game. How am I going to display it all in a way that everything can be understood and it doesn't have slow load times or is impractical something.
Tables:
- Tomes
- Governors
- Units
- Magic Improvements
-
# Strategic Spells
- City Spells
- Enemy Army Spells
- Friendly Army Spells
- Major Race Transformation
- Minor Race Transformation
- Summon Spells
- Sustained City Spells
- Unit Enchantment
- Magic Victory Spells
# Tactical Spells
> This section can probably be heavily compressed
- Buff Spells
- Buff/Debuff Spells
- Combat Enchantment
- Combat Summon Spells
- Damage Spells
- Damage/Debuff Spells
- Damage/Healing Spells
- Debuff Spells
- Healing Spells
- Healing/Buff Spells
-
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---
type: Infrastructure
---
Free hosting of a static web page.
Easy distribution via a url
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type: Infrastructure
---
Desktop version for easy PC viewing, and local file saving
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type: Infrastructure
---
Mobile version for easy android viewing, and local file saving
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type: Infrastructure
---
If for some reason I even want to support cloud storage