Progress report:
Well, this update is taking a long time...
I didn't realize quite how much would go into making all these pieces work together, and while I'm a little intimidated, I'm not giving up! I had to switch from working on the Stores to working on the Company, purely because of how I want companies to work. The stores will actually be the last things I work on, because of how functionally different they are from the other businesses.
For a proper comparison, I'll use the production businesses I have finished. Let's say you have a pea farm, making around 400 pea units a day. That adds 400 to the pea storage in the business's warehouse, which will build up over time until it reaches capacity. Production businesses don't draw income on their own, you actually have to do something with their products to make a profit, so the only way to directly profit off them is to sell your products on the open market. For that, there will be a contract option similar to how factories used to work, but instead of it being over time, it will be a lump shipment of x units, and it will sell for around 0.9x the market price of the item.
In comparison, a store will take in certain resources, incurring a cost if none of those resources can be found, and directly turn it into profit. The problem is, for the stores to be functional, I need the entire supply chain code to already be completely functional.
Also, factories/manufacturing businesses are somewhere in-between. In the end, they'll function more like a production business, but they'll be more profitable with a proper supply chain, because the resource costs can be removed from the equation if you can provide them yourself. Also, manufactured resources will sell for much more in their contracts compared to produced resources, but I'll need to balance that properly to encourage people to set up a supply chain.
So, for production businesses, I'm creating a resource, creating a market price for them, creating a way for their output to be consistently stored, and creating a randomly-generated buyout offer for their stockpiled product. For manufacturing or storefront businesses, I'll have to somehow hook into the collective resources owned by
all your businesses and figure out how to contribute to the input of those businesses from that, as well as how much that should save your business's expenses.
In other words, for my own sanity, I might have to break this feature up into mini-releases, something like:
- Management Company added, production businesses added
- Resource control added (being able to move resources between companies)
- Manufacturing businesses revamped to new system
- Manufacturing businesses given the ability to stockpile resources needed for production, reducing costs
- Stores revamped to new system and given ability to stockpile
- Allow manufacturing and stores to automatically pull resources from other businesses' outputs
- Personal visits to businesses?
- NPC businesses?
- Stock market?
This might be too ambitious of a project for me to undertake, but I still feel it's manageable.
...Would you guys be okay with a more gradual implementation like that, or would you want the features released all at once? I should mention that this is quite a long-term project, it will probably take weeks to fully implement, no matter which way I go about it.
Lastly, I posted this because I want you guys to have full transparency on what is going into this update. I know I've been pretty quick in adding the previous features, and this one's going to take a while no matter how I go about it, so I want to be clear on the process for this. Especially since this is a passion project of a mod, if you all find the wait/process too troublesome, I can simply shelve this feature come back to it at a later date.