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Trade meiou and taxes 2.5
Trade meiou and taxes 2.5











I made it so that you can interact with it, and I made it resilient so that it can withstand a lot of abuse. The main focus of new trade, therefore, was in addressing those problems that I just pointed out. It was a mistake on my part which cost me both time and emotions. You could barely interact with it, and it was so delicate and unstable that one wrong move and it fell apart like a house of cards. That's because for a long while I was focused not on creating a fun system for players to interact with but was focused on instead creating an elaborate and intricate simulation. How goods travel between different regions of the world has changed rather drastically as development progressed. Note: The first two sections, Trade and Production, are written personally by KJH, lead programmer on economy. I do hope that you enjoy this toblerone-sized dev diary. In response to this agonising delay, we’ve prepared a hybrid dev diary: One part a Trade/Production diary on the new systems (yes, third iteration) we’ve designed, and one part a summary of all the other new features, which will receive their own dev diaries in the near future. But do not despair, the second great dev diary drought is over. 3.0 is the next version of M&T, and 3.0’s probably worth reintroducing considering it's been so long since the last update on how its systems are progressing along. Welcome to the newest version of M&T, still 3.0, but with enough work you could think otherwise.













Trade meiou and taxes 2.5