Hi, Alex.
Hey!
1. you said that there is a custom economy file that can be used to manipulate economy. What does it contain? Just a list of market conditions and their influence on production/consumption? Or the whole list of stations/planets with manually specified conditions? The line '28 markets' in the change list kinda tells me that economy file contains all the market places with everything being manually specified...
The economy definition (which spans a couple of files, with one master file pointing to the others) contains some economy parameters, and specific data (i.e. size/faction/conditions) for every market. The "market conditions" which are the building blocks for markets are defined in another file.
However, markets can also be created entirely through code, should random generation be necessary.
2. you said that there are fleets that ship commodities between systems. Are they automaticaly created (by using some kind of universal script) or do we need to call them the same way we do now through the spawn fleet scripts with some specific conditions (like 'spawn on demand' rather than 'per some days')?
That's not done yet, but the idea is that the economy runs behind the scenes, and a script - probably parametrized in some ways - runs to spawn some "representative" fleets, and then tracks them to feed what happened to them back into the economy. It's not entirely accurate to say that these fleets "ship" stuff; it's more like they pretend to ship stuff, both for the sake of the player, and the economy simulation
3. open vs black market. It is said that some factions concider certaing goods as illegal while others not. How this one is specified per faction? In faction`s file or in economy file?
It's specified in the .faction file, but each submarket plugin is what actually determines whether something is illegal. So, for example, the open (sub)market calls the FactionAPI method to check if something is legal, while the black (sub)market just says it's legal w/o checking.
4. i suppose that these new goods are simple resources that are added to resource.csv file? Or these are part of the economy file?
As mentioned elsewhere in the patch notes, resources.csv is now named commodities.csv, but aside from that, yeah, everything is in there. It has quite a few new columns, but aside from that, it's the same idea.
5. how does this economy system interacts with station interaction plugin? Is it just an enchanced cargo/crew trading screen? I ask this because i`m afraid of the perspective of cutting out the 75% of Ironclads` station interaction file because of this
Right, the screens from the previous blog post are the new trading screen. You might still have to do some tweaking to make sure everything hooks up properly, though.
One thing to consider is that markets can be attached to planets, so the interaction dialog needs to handle both stations and planets (which should be a trivial change). A potentially tricky part is that multiple entities can share a single market - for example, a planet and a station orbiting it will generally share the same market. This might come up if you're storing data in memory for a specific station; you'd now probably want to key it on the market instead.
... that said, stations/planets will probably get more involved interactions than just "trade", at which point you'd probably run into some trouble and might have to put your stuff on a sub-menu, or some such. Or, since you're making a TC, you could do away with those interactions altogether and just use your stuff.