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Rise of Industry: Economic simulation in the 20th century!

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Рецензии

“I’ve transformed into a number-crunching management mogul.”
PC Games N

“A beautiful blend between SimCity and Factorio”
The Digital Fix

“Rise of Industry has that peculiar time vacuum effect, capable of instilling a different form of consciousness in which your perception of chronology dissipates and all of a sudden it’s the early hours of the morning and you’re sat in your pants, bleary-eyed, meticulously planning a trade route for radio receivers.”
The Indie Game Website

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Об этой игре

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Став начинающим предпринимателем, вы будете строить заводы, создавать эффективные производственные линии, перемещать сырье, производить готовую продукцию и налаживать торговлю с развивающимися городами мира, обеспечивая их ресурсами, необходимыми для процветания, поскольку по мере их роста и процветания будете расширяться и процветать также и вы.

Разработанная с прицелом на доступность и глубину, игра Rise of Industry обладает достаточной стратегической сложностью и возможностью повторного прохождения, чтобы удовлетворить самых опытных поклонников жанра, а ее простая для понимания механика гарантирует, что она также понравится новичкам.

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Rise of Industry (Steam key) @ RU

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Об этой игреКак начинающий предприниматель вы будете строить заводы и эффективные цепи поставок, перевозить сырье, производить товары и налаживать торговлю с развивающимися городами. Ведь чем у них больше ресурсов, тем быстрее они растут, а с ними и ваша компания.Мы стараемся сделать Rise of Industry глубокой, но дружелюбной к игрокам. Она достаточно сложная и интересная при повторных прохождениях, чтобы понравиться даже самым опытным любителям жанра, но при этом ее механика достаточно проста, чтобы игра полюбилась и новичкам.

Особенности
Здесь каждый найдет что-то по душе: добывайте, производите и торгуйте, или делайте всё вместе, увеличивая масштаб и сложность операций.
Используйте PR и маркетинговые инструменты, чтобы расположить к себе партнеров по бизнесу.
Выбирайте любые из более чем 100 продуктов и управляйте процессом производства от добычи сырья до доставки готовой продукции в магазины и местным жителям.
Стройте надежные цепи поставок и управляйте ими. Перевозите товары безотказными грузовиками, быстрыми поездами и вместительными дирижаблями.
Готовьтесь к серьезной конкуренции: продвинутый ИИ городов гарантирует напряженную и интересную игру, ведь в этом мире не только вы будете искать выгоду.
Каждый город особенный: к каждому нужно найти свой подход, иначе вас ждет неудача.
Огромные карты создаются по ходу игры: вы всегда найдете, куда расширить свою империю, и неважно, проходите ли вы увлекательный сценарий или играете в режиме «песочницы», в котором вы ограничены лишь рамками своего воображения.
Состояние рынка постоянно изменяется: прибыльные контракты, случайные события и задания появляются в ходе игры, чтобы вы не заскучали.
Грязнулям здесь не место: тот, кто не заботится об экологии, столкнется с последствиями загрязнения, болезнями и другими природными напастями.
Сама природа здесь непостоянна: игровая карта изменяется в зависимости от ваших действий. Здесь можно потерять запасы нефти из-за таяния тундры или плодородные земли из-за опустынивания.
Готовы завоевать мир? Обгоните друзей на пути к богатству и успеху в многопользовательском режиме.

Источник

Modding

Contents

Intro [ ]

The modding API in Rise of Industry is able to load custom compiled C# code files in the form of dll files. To create the dll files we strongly recommend using Visual Studio. (the free Community edition will work just fine) and Unity 2018.1.0f2 (do not use Unity 2018.2). There are no current plans for adding code written in Lua.

To write code that the API can understand, you’ll have to create a new C# library project and add the references you need. References can be found in the Rise of Industry_Data/Managed folder in the game’s root folder (Downloaded via Steam or GoG).

If you just want to learn how to translate the game, click HERE.

Before Starting [ ]

The steps to create your own dll that Rise of Industry can correctly import are the following (here we assume you are using Visual Studio 2017 Community):

Documentation regarding the Unity engine can be found here while all of Rise of Industry’s codebase documentation is here

Please note that our code lives in the namespace called ProjectAutomata and not something like RiseOfIndustry as one would expect. This is because the game suffered a name change mid-production but we kept using the old one internally.

The mod instance is created in a pre-init unity scene and is kept alive via DontDestroyOnLoad. It is also able to receive the regular Unity messages

EDIT: a new mod mega-guide was just added HERE. Have a look!

The Mod class [ ]

Now that we know how to create and set up a Visual Studio project for our code needs we will need to create our Mod class. The Mod class is the entry point of your mod. That means that the first line of code that your mod can execute has to be put there.

So the bare minimum you need to do is creating a new C# class and make it derive from our Mod class. This base class has methods you can override in order to run your own bootstrap logic. A basic example is:

This mod will just log the string “Hello Mod!” to the console but you can use it as a starting point.

This mod class is actually a MonoBehaviour (because Mod is). When Rise of Industry is launched the first thing that happens is mods loading. When a mod is loaded a new GameObject is created and the Mod script you provided is attached to it. We use DontDestroyOnLoad on the GameObject so it will always be around and you can even implement standard Unity3D messages on it. For example you can add the following to the example class above:

Which will log the message “Ten seconds have elapsed!” after 10 seconds have elapsed since the game was launched.

Building Your DLL [ ]

One (easy) way to find it is to right click on your project in the Solution Explorer tab and then use the command Open Folder in File Explorer. Unless you changed your project settings you will find your dll in the bin/Debug subfolder. The dll file you need is named after your mod, for example if your Class Library project is called MyMod then you should see a MyMod.dll file there.

Once you got the dll you need to put it into the right place inside [RoI installation folder]. This place is: [RoI installation folder]/Mods/MyMod/code (create the path if you need to).

Contents of a Mod [ ]

Mods should have a very specific file and folder structure when being created and uploaded.

In the root folder of the mod there must be:

assets [ ]

All assets that should be loaded go here. Assets are anything that can be considered content (audio clips, models, textures, etc).

You reference our scripting assemblies in a Visual C# project and compile the project as class library (DLL).

Then, put the DLL in this folder so it can be loaded into our AppDomain.

content [ ]

All content that should be loaded goes here

desc.json [ ]

A description for the mod, for example:

Explanation of each variable:

Content Creation Models [ ]

Content creation models are data models which can be used to import data into the game. They provide an easy way of loading data by just providing the game a set of fields specified via JSon.

They are separated into 2 types:

Models can also be composite assets (GameObjects), those models can take additional arbitrary components.

Details [ ]

Simple assets follow this format:

The type of the object to be created.

This will automatically select a content creation model, alternatively the content creation model type can be directly specified here.

For example, «ProjectAutomata.ProductDefinition» will load the standard model for ProductDefinition, which is CCProductDefinitionModel.

«ProjectAutomata.CCProductDefinitionModel» will instead load the CCProductDefinitionModel without any lookups.

MAINOBJECT [ ]

This is the actual object that will be loaded.

The fields this object can accept can be looked up via the code reference.

When being used, you need to look up the model for the type (usually named CC[TYPE]Model, ex. CCProductDefinitionModel).

In the documentation all field names and what specifying them does is explained.

Composite assets follow this format:

OBJECTS [ ]

Json-Array with same format as simple assets, but the types loaded from here must be components.

Components are similarly handled to simple assets, their data structure is very much similar but their models are named CCC[TYPE]Model.

In unity they map to the MonoBehaviour components that can be added to GameObjects.

Examples [ ]

Simple Asset [ ]

This will create a new product in-game called «Test Product», which is considered an End Product, with the description «I was imported from JSON».

Composite asset [ ]

This will create a new resource called «TestNode» that will give Wood when gathered, but will look like Iron, and worth exactly 1$.

Mod Uploader [ ]

How to use [ ]

First, download and extract all the 7z file anywhere on your hard drive.

In order to use the Mod Uploader you have to create a JSON file containing information about the mod to be uploaded.

Once this json file is created you just drag&drop it on «ProjectAutomata.WorkshopUploader.exe» and it will start uploading automagically.

Important: always use forward slash «/» instead of backwards «\» for the path.

After the upload is completed, the Uploader will overwrite your JSON file and add two fields, which create a mapping between the JSON and the actual steam workshop item.

Subsequent uploads will be treated as updates, so the mod can be updated the same way its uploaded, so keep them handy.

Example [ ]

The fields should be pretty self-explanatory,

Changenote can be used as a changelog for the current version or like a git commit message.

Types of Custom Assets [ ]

The Rise of Industry Modding API allows you to load custom assets.

Assets will be located and loaded by their filename (without extension or, in the case of AssetBundles, by the asset name), they can be referenced in content creation for visualizations, audio, etc.

Several file formats are supported:

.bundle [ ]

Loads all assets in the bundle and maps the types in the asset loaders for later referencing in content creation.

Recommended for large mods with lots of assets.

Vector / Illustrator type of image.

Normal texture that allows for transparency.

.sprite [ ]

JSon data structure that can create a sprite from a previously loaded texture

This would grab the «test» texture (.png) and create a simple sprite in-game that is 10×10 px, with the pivot point in the middle

JSon data structure for simple audio event

Maps to SimpleAudioEvent

This would load Clip1 and Clip2, and every time they are played, their volume and pitch is randomised between the given values, for a more organic feel.

Json data structure for composite audio event

Maps to CompositeAudioEvent

Extending the Building Panel (Advanced) [ ]

Note: to modify anything relative to the UI, you need to have TextMesh Pro. The currently updated version is 1.2.4, found here.

To extend the building panel you have two choices:

Here we describe option number 1:

Our Building Panel is based on modules. A module is just one of the tabs that appear in the panel. In general you can add new modules via JSON and then you can attach logic scripts to them in your Mod derived class. Our Water Tower mod is a good example of how this can be done.

This is how the custom tab was added in our mod. The description of each property can be found in our class reference docs, specifically see the docs of the CCBuildingPanelModuleModel class.

The most interesting properties are “contentPrefab” and “typeRules”. The former is the name of a prefab loaded from an asset bundle. This prefab has no custom logic on it, it’s just made up of game objects with UGUI components on them. The “contentPrefab” property tells our Building Panel to use that prefab to instantiate the UI displayed in the custom “Water Distribution” (moduleName property) tab. The script that runs the panel logic is added to the prefab by our C# mod derived class (WaterTowerMod.cs).

The “typeRules” property is used here to specify for which buildings the tab should be displayed. The specific rule you see in the JSON above says to show the tab only for those buildings where the following conditions are met:

The building belongs to the player

The building prefab has a script of type “WaterTower.WaterDistributor, WaterTower” on it. Notice that the name after the comma is the name of your namespace which will usually be the same as the dll. You always have to specify it

The condition number 2 also applies if a script that derives from WaterDistributor is attached to the building prefab

Once you are done with the JSON file you will probably want to attach some logic to your custom tab. One possible way is how we did it in the Water Tower mod.

The WaterTowerUIController script implements all the custom logic for the tab.

Mod Examples [ ]

Example 1: Acid Resource [ ]

You can download it here

Contents [ ]

testProduct.json [ ]

The creation of the new Acid resource. Purposefully bad practice to use vague terms like «testProduct». Call everything in a sensible manner, keeping the code nice and tidy.

testRecipe.json [ ]

Allows the creation of a new recipe, which uses 3x Acid to make 1x Chemicals. Again, bad naming and missing description.

testResourceNode.json [ ]

Again with the incorrect naming! Anywho, this allows for our beloved Acid to be spawned in the world. Note that this would never work as there isn’t an acid.assetbundle file in the mod folder or the game’s data.

desc.json: [ ]

Simply fills all the useful information for the correct loading of the mod. Nothing weird here

Источник

Settlements

Settlements are major centers of commerce that demand your Products for their Population to consume. They are controlled by an AI that handles things like market Demand, Settlement Growth, and inter-Settlement Trading. You will have to interact with them to the benefit of both parties in order to become a successful industrialist.

Creation [ ]

At the beginning of a game, a number of Regions on a map are randomly selected for a Settlement. Once selected the game scans the Region for Raw Resources Nodes. From there the Town type is then determined based on the most numerous Raw Resource found. E.G an Industrial Region will find Coal, Copper, and Iron in the Region.

Town TypeResources FoundStarting 4th Shop
IndustrialCoal, Copper or IronConstruction Goods, Home Goods or Book Store
Heavy IndustrialOil and GasConstruction Goods, Home Goods or Book Store
FishermenFishDeli, Diner or Liquor Store
RuralWoodDeli, Diner or Liquor Store

After the Town Type is determined, the Settlement will decide if the Settlement is a Village or a Town and then determine the Population size. From there the Settlement will place the following:

If Settlement is a Town, it will place a random fourth Shop which is picked based on its Region Type.

Settlement Size [ ]

There are 4 sizes of Settlements in the game based on their Population; Village, Town, City, and Metropolis.

Settlement SizePopulation
Village5

150.000

City500k

750k

Metropolis750k+

Growth [ ]

As the Game Progresses the Settlement will want to grow its population. In order to do so, it needs to have enough products sent to enough Shops to be sold and consumed. Depending on the number of Products supplied a Settlement can be in 1 of 3 states of Town Prosperity: Prospering, Shrinking, or Stagnating.

A Village will aim to have a slow growth to slowly move to the Town state, creating Farms to satisfy its population and spur a little growth. The Settlement will designate a zone 10 to 25 tiles away from the Town Center defined as the Industrial Area while avoiding the resources linked to the Settlement’s type. The Village will continue to expand its production if the player doesn’t provide Products. Industrial and Heavy Industry Villages will need to trade with Farming and Fisherman Settlements to get the food the population would need.

When a Village becomes a Town, it will begin to expand upon the Villages slow growth by building Gatherers and Factories to generate products that the Settlement Shops demand. After becoming a City a Settlement will continue to build even more Gatherers and Factories to attempt to build more growth til becomes a Metropolis.

At each stage of growth, a Settlement will add another Shop for the player to send goods. The Shop placed is determined randomly based the Town Type. (See above)

Источник

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