![]() And of course this is all done in rank order, so nations of higher rank have the first shot at consuming any available commodities in a sphere leader's stockpile or in the world stockpile. When a commodity is needed, it is first drawn from the domestic stockpile, and, if that is empty, the stockpile of the sphere leader, and, if that is empty, finally a world stockpile (the world stockpile is filled with the "leftovers" from what has not been consumed the previous day). When a commodity is produced it first goes into a kind of national stockpile (by this I am not talking about what are referred to as "stockpiles" in game) or, if the nation is in the sphere of another, a fraction goes to this stockpile with the remainder going to the stockpile of the sphere leader. The core economic activity is the consumption of commodities, either to satisfy pop needs, pay for the upkeep of military units, pay for construction, or to produce output commodities. In general terms, the Project Alice economy works in the same way as the Victoria 2 economy. And given that the economy is, for many people, a key part of what makes Victoria 2 an interesting game, it probably deserves its own section. The other major development, in terms of the daily update, was getting a draft of the economy working. We have also made no attempt to emulate any of the weird bugs (or maybe just weird design choices) from Victoria 2 that could sometimes make a pop changing jobs automatically change its culture as well. For the moment, we have simply made pops change their religion when they assimilate instead of having a separate process for that. We have implemented at least a first draft of most of the things a pop does in Victoria 2, with the exception of religious conversion. A large chunk of the work went into making pops "live," which is to say grow, shrink, change jobs, assimilate, move around, buy things, become angry, learn to read, join movements, and change their political opinions, among other things. There was more progress this month in implementing parts of the game's daily update, which unfortunately doesn't really lend itself to interesting screen shots. However, you can see the pieces gradually being put into place in the budget (by forn), military (by MasterChef), and trade windows (by leaf and forn), below. Thus there is no single window we can showcase as being nearly complete. This month the work on the UI has been more spread out than last month. So overall I'd say it has been more pleasant to work with. Data-container uses methods to access data, which in of itself is pretty nice because you automatically get your properties of your objects, and it's relationships, properly documented and interacted with - all at the same time. The fact that Alice also uses Data-container made it an interesting choice to work with, as with SoE everything was centered on getting the data onto some structured place. I think that's a pretty nice quality from it in SoE it was just submit and then correct the mistakes, which tended to break stuff, and then someone had to fix that stuff, so yes, indeed, working on Alice is a more organized and still straightforward experience. ![]() Working on Alice is pretty much straightforward, since you just code - submit - wait for review - correct mistakes and then it gets merged most of the time. I think the fact that it was properly documented from the start made it possible to work for a bunch of folk who would otherwise not be able to understand the inner workings of it. Well, Project Alice is pretty much the same "management style" as SoE (but way more organized and documented). This month we asked leaf, one of the founding members of Project Alice and the project lead for SOE: "How has working on Project Alice been different from working on SOE?" ![]() In March we added one new programmer to the team, DeathByDarwin, who has been working with leaf to make improvements to the technology window. Once again it is time to review what the slackers over at Project Alice have been up to.
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