//bool isStorable() //{ // return storable; //} //void setStorable(bool isStorable) //{ // storable = isStorable; //} internal Value getDefaultPrice() { if (isResource()) { return(defaultPrice.Copy().Multiply(Options.defaultPriceLimitMultiplier)); } else { var type = ProductionType.whoCanProduce(this); if (type == null) { return(defaultPrice.Copy().Multiply(Options.defaultPriceLimitMultiplier)); } else { Value res = Game.market.getCost(type.resourceInput); res.Multiply(Options.defaultPriceLimitMultiplier); res.Divide(type.basicProduction); return(res); } } }
private static void IndustrialStart() { foreach (var item in AllExistingCountries()) { item.Science.Invent(Invention.Universities); item.Science.Invent(Invention.Manufactures); item.Science.Invent(Invention.Metal); item.Science.Invent(Invention.Gunpowder); var resurceEnterprise = ProductionType.whoCanProduce(item.Capital.getResource()); var aristocrats = item.Capital.AllPops.Where(x => x.Type == PopType.Aristocrats).First() as Aristocrats; if (resurceEnterprise != null && item.Science.IsInvented(resurceEnterprise.basicProduction.Product)) { item.Capital.BuildFactory(aristocrats, resurceEnterprise, resurceEnterprise.GetBuildCost(item.market), true); } var processingEnterprises = ProductionType.getAllInventedFactories(item).Where(x => x.hasInput() || x == ProductionType.University); var capitalists = item.Capital.AllPops.Where(x => x.Type == PopType.Capitalists).First() as Capitalists; for (int i = 0; i < 3; i++) { var processingEnterprise = processingEnterprises.Random(); if (processingEnterprise.canBuildNewFactory(item.Capital, capitalists)) { item.Capital.BuildFactory(capitalists, processingEnterprise, processingEnterprise.GetBuildCost(item.market), true); } } //ProductionType.getAllInventedFactories(Country).Where(x=>x.canBuildNewFactory); //var res = new Factory(this, investor, type, cost); //allFactories.Add(res); } }