Dev Diary 19 - [VLOG] Gameplay: Logistics, Trade, and Warfare

[previewyoutube=vGRiTtnvlBI;full][/previewyoutube] [h2][b]Salutations, Industrialists![/b][/h2] In today's Dev Diary, we are excited to share a first look at gameplay in Gilded Destiny! Our Producer Marc and Content Designer John will take you through several systems in Gilded Destiny showing how they are interconnected, including logistics, trade, and military. You will see that the systems do function, however, we need to add initial data, i.e., population, jobs, etc. Of course, we want to remind you that Gilded Destiny is still a work in progress and many of these systems have not yet been finalized. Check out our third Alpha Roadmap Update: https://store.steampowered.com/news/app/2189430/view/4246413199424365582?l=english [i]You can find the full script for the Dev Diary below.[/i] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Let us know if you have any questions or feedback over on Discord. And be sure to wishlist us to stay up to date! [b]Join our Discord community today![/b] https://discord.gg/3d77T9gxDF Speaking of Discord, we have started rolling the Discord roles to our Kickstarter backers! If you have not yet completed the Kickstarter survey we sent out, please do so. If you have filled it out, and are not yet in our Discord server, join and say hello in the main channel to let us know you're there to claim your role! Our Kickstarter officially ended in April, and brought in a total of £31,974 GBP, which is 159% of our goal! We offer the most gilded appreciation to all of our backers and our community. Your support, positive feedback and encouragement, and our growing vibrant community of industrialists motivates more than ever to make Gilded Destiny the most moddable, immersive, fun, and grandest GSG out there. You can access the survey on the Kickstarter website: https://www.kickstarter.com/projects/gildeddestiny/gilded-destiny-a-grand-strategy-game?ref=bjurrh Finally, if you are interested in what we do and want to join us but do not see a relevant job, send us your resume at jobs@aquilainteractive.io! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [h2]Script for Dev Diary 19:[/h2] Salutations, industrialists. It's Marc. I'm a producer working on Gilded Destiny at Aquila Interactive. [And I'm John, a content designer working on Gilded Destiny at Aquila Interactive] In today's Dev Diary, we're very excited to share some gameplay, showcasing the Logistics system, the Buildings and production system, and a few aspects of the Military system—including the military conquest of one of our unfortunate smaller neighbors. This is quite a long Dev Diary, as it includes over 30 minutes of continuous gameplay as Prussia. However, you'll notice, to save some time, I did speed up the video in some places (so, we have just over 25 minutes of video here of continuous gameplay). I fast forwarded some parts where we didn't have anything relevant (or intelligent) to say, or when we were waiting on production, railways, or troops. However, until the very end, when we show the annexation of a neighboring nation we did not pause the recording. (The reason for the pause is actually we thought of showing the fruits of our total victory after the fact.) You will see this text, "Speeding Up Video" in the upper right corner to indicate that the footage of the gameplay is being sped up, but not cut. Finally, keep in mind that not all of the UI, menus, and art assets in the game are final and are in the process of being updated—and in many cases will change significantly. However, hopefully you will see that the game is playable to a large extent—many systems and mechanics are in place and functioning, even as they are awaiting input of initial data to function properly. Without further ado, let's get started. So, to start off, We should probably explain that most of the data is still being input into the game, especially data relating to industries and population, jobs, and all that sort of thing, meaning that well the resources that the world needs currently aren't being produced. And we can see some of that if we go into the trade menu and see that you know some obviously also because some of the tech stuff hasn't been implemented yet. Certain Goods which don't appear till later already exist as available, when actually they're not going to be there in Alpha. But if we look through some of these goods, we can see that you know, for instance, we need more steel we are only getting some of our demand met for steel. And what we can do because we want start building stuff is increase our national Reserve or Target and that little indicator there will start moving up as we fill up our National Reserve. Right, but we'll check back on that a bit later. We will. Before we do though, something worth noting: there we have the the current price of steel is above the base price a little bit and at the moment our maximum purchase price is only set to eight. And our minimum selling price is set to eight. Meaning that if we got we're able to afford any of these Goods which we're not currently saying we should buy then it means that we'd automatically sell them as well because it's so what we actually need to do is bump up the... bump up the max purchasing price. The little tool tip there, as with many of the tool tips in the game at the moment, still need to be finalized and that's why we put localization uh on our road map for this month. So we've current put in a huge max purchase and selling price because we really want those resources. It won't actually buy them at those prices unless the current price goes that high, but we're just making sure it's above the value that we want—above the value of the current price. Same for lumber—we are going to increase the max purchase price and max selling price. And the reason we're going for steel and lumber here is because we need them to build railways. Finally, also ammunition! we currently are experiencing a bit of a dearth of ammunition. We are getting very little supply, even though we're consuming a huge amount of it and this is something that's happening all over the world. So we're going to put some target quantity in. We're going to increase the max purchase price. And we're going to increase the minimum selling price. And what we might expect to see because there's a global death of ammunition as well is that this price may well end up shooting up especially because we've put put it in an order as well. What we can see is we go through and is that hopefully our messing about with this—why is this menu not—anyway, our messing about—is it changing constantly? It is. Okay, our messing about with this should have actually impacted the price so. Yep, there we go. As you can see now way up, yeah, the comparison with its base price, ammunition is far more expensive. Now, what this could mean over time—and in fact we can do this from the trade menu as well—what this could mean over time is that when we look at production at the moment there aren't many ammunition factories. And if we go through we can see that for many of the factory types there aren't that many. There's a fair few glassworks for some reason. But you know that's partly because we already own some of them. There's a fair few cement factories as well. What we may end up seeing over time is that capitalists will start building some of those Industries to produce goods that we're experiencing a dearth of. So that's something we'll come back to in a bit. Now a major thing that we discussed in the trade Dev Diary is the connection of provinces. And so that's something we're going to go into a bit now. So let's move time along a bit. Let's stop time again. And let's take a good look. So this is our Logistics menu. Now as we saw in the trade screen a lot of these provinces are unconnected. In fact, all of our provinces are unconnected because we haven't input all the roads that we need to start the game with, which will be in the alpha. So here our economic Hub is Potsdam. We need to connect that up to the rest of our empire. Right, so here you see the logistics menu and down at the bottom you have these cards where you can choose what you would like to build. Mhm. So, in this case why don't we build some Railways. Yeah, so from Potsdam to—well actually let's go to Halle and then from Halle to Magdeburg just because we want to connect up all three anyway. and... um let's let's have it let's do that as well just in case so that we've got this nice Ring Road connection here just in case any of those networks go down. We also probably want to connect up our financial hub to our capital just in case. Let's also maybe just build a little little cheeky little Railway to Landberg as well. There we go. And let's see how those get on. So we start the timer. Okay, and as you can see some of them have started building already, as they—oh just ignore that—as those resources have been filled. The resource demands some of these have not been filled yet but they will be over time. Let's check our trade. How's our steel doing? Have we spent all of our steel? We have not spent all of—No, we have spent a lot of our steel! We can actually come in here and say as you can see like a lot of our steel is well above target price. Right, yeah look at the price. The price has shot up since we started asking for steel and we can probably see the same thing for lumber, as well. Yep look at that price increase. Yeah. The cost of industry in building railroads, I guess. And we clearly have been burning through our National Reserve because otherwise we wouldn't have been able to build any of those things. Well why don't we increase the price on steel, so that we can get a little bit more. Okie dokie, let's do that so let's go back to steel. Uh, yeah cuz we're, we're not even buying anymore cuz it's it's too expensive. So let's just go even higher with it. Okay that should do. We could also make a huge export tariff just to make sure we're not selling any of it anywhere else. We can also check out our ammunition as well. Let's see how that's getting along. So ammunition—we're still not buying any because uh we're not producing any which is a problem. um I don't know what's going on there. Let's put it on a huge export tariff for that, as well, just in case. But yeah, don't know, I mean the price is... as you see the price shut up, but yes I don't know why we're not purchasing any. I don't know. However, let's check industries. So, go to the buildings tab. Let's see if any of those have started building anything. Can you see any of those where it's increased a lot? I don't think there are any changes. No, no not yet might need to give a more time. Okay, let's move on with time and see if anything else built. So, as you can see when we've zoomed out, we've got this nice little Railway connection here. Mhm. Okay okay. Can you build a railway from Berlin to Cottbus? I mean potentially, but we currently don't have enough steel. Uh nope let's see what the trade is like... okay okay we are getting someone in National Reserve now. mhm. Good, so yeah. I mean, yeah the—we're still not meeting anywhere near the total demand. But, we are getting some. The purchase price is now—the, the actual price is now the price of our purchase price. Yeah, what's weird as well is that there's actually a huge excess production globally, but we're just not the ones getting that. As you can see here, the United Kingdom are—I mean clearly there's some of our market share left to be obtained because not all of our demand is being met. But, the United Kingdom is massively contributing to our steel supply at the moment, and we're kind of relying on them for steel. So better not start any wars with them right now! Hey everyone, Marc here with just a quick editor's note. We realized later that we didn't have any roads or railways connecting our economic hub to a port, which is why we are only trading with our direct neighbors. In other words, this means that the system is working as it should. We probably should have thought to check the foreign markets tab. Okay, let's see um let's go back to our Logistics and see... Yeah as you can see some of them are building. Yeah, yeah. Come on, you can do it! And once these are completed, we should start to see that Prussian Saxony and then also Neumark will eventually be connected. In fact, we could show that now. Yeah so at the moment Neumark is an unconnected Province and some of these goods, demands, and satisfactions are different from our national market because they're not connected to our national market right now. So, when they are connected we should see some differences. Mhm. So let's move the timer along again. Let's show the logistics menu and show those satisfying images of progress bars for now! And there we are. So now Prussian Saxony and Neumark both should be connected. Yeah that's hope it goes up— there we go. Okay so now these these networks have been connected up and if we take a look at our list here—well it hasn't updated yet—So let's go back here. Let's give it another week and then. Okay, so look, as you can see Neumark is no longer part of one of our unconnected provinces. Obviously, it might seem a bit strange that we've got unconnected provinces listed here. That's because usually, most especially for a country like Prussia, the game will start with those connected. Exactly, as you were saying before the alpha comes out those and those main roads will be laid. Yeah roads will be laid. Railways won't be laid; that is something that you are as player get to do. Obviously, for many countries around the world those roads won't exist but for most of Europe they will. Okay so we've got those connected up. And as we see actually if we go to... yeah we we can't see Neumark anymore on that list because it's no longer a separate province. It's connected to our national economy—our national Market. Let's take a look at some of the goods that you got. So the price of lumber is going down. That's partly because we're not consuming anymore right now. We've stopped building railways for the moment, so we're not buying anymore. And we're not selling any. We're not selling any. We could sell some actually, couldn't we? Let's take a look at steel. Steel is also dropping in price. So that's our big production spike; we're responsible for that. Yeah and we're also again we're not buying anymore right now and so the price has significantly dropped. Let's take a look at ammunition though, which should still be fairly high in price. Reason for that is soldiers are still consuming ammunition. Army rations... essentially we haven't put any food production buildings in the game yet. And as a result all armies will starve! So um that's just something that we obviously will input. Kind of the point of this Dev diary is to show that a lot of these systems are interconnected and working. For instance, yeah, we haven't put any army rations buildings in the game yet, so the armies will starve. That's a example of a system working; it's just a system that we need to update with content. Right, so yeah... why why don't we build a few more uhh... why don't we... We have all these soldiers out here in the East. Why do we connect that province so maybe they can get some goods. Yeah, exactly let's do that. Let's also see if they've actually built any more of things here yet. No they haven't. Oh hang on, did they build more steel works? I think they did. Yeah so here they've started to build—they have started building steel works. Right. Ignore the the tool tips. Right exactly because of that production spike. Precisely. So they've kind of they're trailing behind a little bit but they are doing it. And these kind of bars here, they're indicating—Productivity, this is workforce, this is savings. Yeah yeah yeah. And savings is kind of the amount of the money that an industry uses to buy more input goods and to hire and pay their workforce. If they run out of savings, they will go bankrupt. Mhm. Hey Everyone, Marc Here, Just quick Editor's note. we couldn't use the audio here, but basically what we are talking about is that it looks like we have a big factory up in Cispomerania. So these numbers up here indicate how large the factory is—you can expand your factories if you've got the money and workers for it. And capitalists will do that if they're making a profit. I think this one here was one we had at game start, though. And it probably isn't making a profit because it isn't connected to our national market, so a lot of these goods aren't getting sold. So we should probably get a railway built up there to connect it to our economic center... Let's go to the logistics panel. Yeah we actually need to connect Cispomerania to our economic hub. Let's see. Well, what we can do is actually we can work out what the quickest route is by... if you scroll out a little bit. Yeah and then yeah, actually Stettin and connect that up to Berlin. Yeah, there we are. And it automatically works out the quickest route and then right click. Yeah, alright. So now let's try and connect some of these out here. There we go. Cool. To Koeslin? Yeah and any others we want to connect here? Yeah, I mean let's just uh keep... Landsberg to Posen? Yeah and then what about something further east? So maybe let's do Danzig. Okie Dokie. Let's connect up Danzig. Alright and that will almost certainly bankrupt us by building so many railways so closely together but let's see how we do. But, it'll make those steel producers quite happy. It will, yeah and hopefully also by connecting Cispomerania to our economic center it means will actually have more steel in our market for us to buy in the first place. And as you can see they're all actually being built because we have enough steel. So, perfect. Also let's check. I mean part of the reason they're able to put—yeah we do have a enough steel. But, let's see what the steel output is like because it should be that we are producing more than we're getting because of that. Okay and they've all finished. Excellent. So first off actually Let's before we do this let's check our buildings again... Er, let's take a look. They've built a lot of assembly lines. Yeah as you can see they really decided—well that's similar to ammunition, they've realized that because units consume small arms they realize that actually they need to build a lot more small arms and that they'll sell. And if we check out what we can do—is check the trade and see how our production of small arms is going. So scroll down to "s" and it should... There we go—we only got 1% satisfaction, in fact, that's why we are currently—why are all the capitalists are building small arms instead of ammunition? Because, because small arms is being less satisfied than ammunition. Mhm. Now, since we have these nice railways made, why don't we move some of the—why don't we talk talk about the troops and send them on in the railway? Take them to the financial capital. Absolutely, so yeah now that we've got this network connecting our financial capital, we need to defend it. And we have all these troops out east as you can see. They're all over here on the map. We don't want to select all of them yet, because um... So in this bar here, you can kind of see their strength, their organization, and their supply. Er, this is again. Tool tips are going to be fixed in it. Er, but this bar here shows regiment type, country, it belongs to, the number of units of that regiment type present, and their current stance—what they're being told to do. When we click on the unit this arrow here (again that's a placeholder asset) but this arrow here is indicating that this is where it's being supplied from, this city here, Danzig. Now, we could tell it to march across this distance but we have this railway now and instead let's tell it to go to Danzig. And from Danzig, let's tell it... so that little button there again (placeholder asset), let's tell it to go to Berlin. Okay, let's tell it to go just outside of Berlin. Okay, so as you can see the arrows change slightly. Let's take this unit over here send it to Landberg. Now that this unit is in Landberg, let's tell it to take the railway to Berlin. And what was the button you just clicked on? This button here? This is a button that will enable a unit to travel by railway or to to not travel by railway. There are advantages and disadvantages of traveling by rail. One of the main ones of course—you get there faster. But slight disadvantage is that once you get off at the other end, you will need a little bit of time to recover your units' organization. Okay, let's try and select the unit again. Oh because it's got—it's already got that order. It did accept that order. Oh okay. Let's try and move this unit here. Well now although the thing to point out is of course because he's on the train, he can't just jump off the train at any any moment. Yeah, yeah, yeah for sure. Okay, so now we've connected Stettin to our capital, let's see if we can actually... And there, so that means that he will take the rail as opposed to walking by foot. And we can actually set the time to move, and we'll watch him rather than marching. So if we go over to a marching unit and tell it to march instead—I know that one's got an order to travel. Okay this unit here—we can march him over here. And you can see it's got that red arrow and he's going to start walking. This unit isn't walking because when you click on him as he's currently on the train and he's moving along. And then why don't we go zoom into Berlin a little bit and we'll see him appear when he's done. Yep. There we go, and he's appeared. There. Cool, okay, so yeah. He's now defending Berlin. And now that we've got this network connecting all these troops is it time to declare war on someone? Yeah let's do it. Okay, okay let's declare war on Saxony. It's time to take Saxony, and they like us but you know what? Fabricate casus belli, conquer Province, confirm, okay. Okay, so we've declared war on Saxony! They've got one army there. As you can see this army is low on strength. We mentioned earlier that there's a global shortage of military rations. Mhm. They're struggling! Admittedly, if we look at this unit, and a lot of our units are struggling as well. This info panel here gives a great deal of information about the strength of the units, current organization, what stats it has, and how those stats are being affected by its current conditions. So at the moment its strength is quite severely limited because well it's starving it has no goods, no resources, and no ammunition. No ammunition. But it still it still might beat the Saxon forces and this one over here may also have a fighting chance. So let's just see. And what about our friend defending? How about we get him to sweep in and take Dresden? Well perfect. Okay, yeah excellent. And he's just kind of waiting out there in Halle. How about we get him to take Leipzig while occupying—Excellent. And why this pops up I don't know. But ignore that thing; that's being removed. Again, this is we're showing you very much a work in progress and as a result like there's a lot of things that still need fixing. For example, here it just wants us to build a city. Yeah, it really, really wants a city. We're not going to gratify it with that. But, at the moment... Okay, so as you can, see the troops are on the March. Let's slow it right down to see what's going on. So yeah, go. No, I mean there you can see the—you could see the battle progress just there a moment ago. But, of course, the battle's over so quickly. Exactly. We—the battles will last longer in future; we have that being adjusted. So he's currently moving to defend Leipzig, but here we go a battle that he can't run away from. And you can see also that we're occupying Dresden. Mhm. We are; and he's being attacked from two sides now—he is flanked. Now, this is the ongoing battle screen. At the moment, these things will, still be being, will be updated. Of course, the—we'd miss the units here. But you can see some things that we we currently have. For instance, you know the number of troops that engage, number of the wounded, number of the dead, and also the kind of balance of power. At the moment, we are absolutely whooping them. So, we're doing quite well there. Erm, ignore these text for the moment. That's the sort of thing that is being updated. But, as you can see also. we're recovering some of our organization because we're winning; so our troops are happy about that. And we've taken Dresden, which is why it's got that red text there and we are currently—we've just taken Leipzig. The battle is over we are on—We're just occupying Leipzig right now. Mhm. And I think once that's done we will be able to— well yeah, we'll be able to dictate terms, I believe. We'll have won that war. Hang on, yeah. We currently have occupied this province. Mhm. And now, that this province is occupied it's fine. We—that's the closest point of supply, so we're probably in a good position to dictate terms. Now, obviously, we'll go into way more detail about military. We could also have a little look at recruiting another unit just because, just in case any other countries decide that they want a piece of this. Erm, so let's recruit a unit. And yeah, let's just recruit an infantry unit in Brandenburg and an infantry unit in Prussian Saxony. Yeah, perfect. we'll go into more detail about this. If you—if you click on—you could click on the division template for just a moment. And you can see here you have pretty standard divisions. And if you click on one of them, you can add a unit in any one and easily customize your own division as you see fit. Yeah obviously, we don't want to do that right now. So let's do that. But, also as you can see, when you've done that like you can see their strength going down because I'm removing units from it and then I'm adding units back in. Er, for some reason this unit is in- oh that, incredibly powerful, which it won't be in in the game itself. But that's just because of, you know, things that need to be updated anyway. But yeah, that affects all of these stats here. Right, cool, okay. And then we can show some time passing. [John Singing] Saxony is no more. We have conquered them and we own both Prussian Saxony and Saxony. Yep, started the unification of Germany. We have, very slowly but it will happen. And of course now we can also link up Saxony with the—with our network. Let's do the thing again. Cool. [John Singing] Okay, That's building. That's building. That's building. So we've just taken Saxony and now we're currently connecting it to our network. Excellent! And our progress has been saved. It has. Good. Okay. Cool. Alright, awesome. So we'll go into way more detail about how all of that works in a military Dev Diary, which hopefully will be coming quite soon. Yeah. But, I think that's probably enough for now. So, erm, goodbye! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [h3]Also:[/h3] Be sure to listen closely to the backing tracks in all our videos—they are the pieces you will come to hear in the game, composed by John Skoog. Also, the solo clarinet on this track was performed by yours truly, Marc. Listen to some of John Skoog's other work on Spotify: https://open.spotify.com/artist/3PGd3lmURa72oFasqK3N7N?si=nDl4DUTRQGKKLaDtGcHBJw John Skoog Music: https://www.johnskoogmusic.com/