A beta version of the Age of Conquest Map Editor has been released! The editor features the full map editing functionality. The editor also includes and a map upload & download system. Submit your creations now!
Visit the Age of Conquest Modding Discussions & Workshop forum on the Multiplayer Hub for download and information.
I couldn’t find a good star rating component for Java Swing, so I rolled my own. The star rating component displays the current current rating (yellow stars), as well as a “selected” rating (reddish stars). The “selected” rating can be changed by a user. If the “selected” rating is changed, all the listeners will be notified of the change.
Example (5 stars, 3.78 average rating, 3 stars initial selection):
StarRater starRater = new StarRater(5, 3.61, 3);
starRater.addStarListener(new StarRater.StarListener() {
public void handleSelection(int selection) {
// a new number of stars has been selected
do something...
}
});
add(starRater); // add the component to the container...
The star rating component will initially be used to rate maps in Age of Conquest.
Here is the download for both source code & star images (Photoshop). Note that I included the star images as byte array in the source code for your convenience. You are obviously free to use your own as well. Please consider both source code as well as images in the Public Domain. If you would like to credit me for the work that’s great, otherwise, no problem either:
Age of Conquest will have a new game type available. King of the Hill will require a player or a team to hold a certain area on the map for a given time to win the game. Target flags will define the zone.
For additional suggestions, please post your ideas here in the blog!
The color selector (JColorChooser) for Java is rather ugly, so I decided to write my own color chooser. The color chooser is made up of two components:
ColorSelector: A button which displays the currently selected color and pops up the ColorSwatch when clicked.
ColorSwatch: Displays a color swatch with clickable colors. The color swatch expects a two-dimensional array of colors as input that will be displayed in the swatch.
The color selector and swatch will be used for Age of Conquest to make it more convenient to select a color in the map editor (less cumbersome). Please note, the five columns to the left are specifically designed colors for Age of Conquest to give maps a medieval look & feel. Although other colors can be chosen as well, it is recommended to use the medieval colors when creating new scenarios for the game.
Here is the code for both components. Please consider the code Public Domain. Feel free to use and modify it any way you please. Although, I would appreciate to be credited, it is not necessary to do so. Enjoy!
ColorSelector.java
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.ButtonModel;
import javax.swing.JButton;
import javax.swing.JPopupMenu;
/**
* Represents a color selector.
*
* @author noblemaster
* @since August 16, 2010
*/
public class ColorSelector extends JButton {
/** The default colors. */
private static final int[][] DEFAULT_COLORS = new int[][] {
{ 0xFFFFFF, 0xEEEEEE, 0xDDDDDD, 0xCCCCCC
, 0xBBBBBB, 0xAAAAAA, 0xFFCC00, 0xFF9900
, 0xFF6600, 0xFF3300, 0x999999, 0x888888
, 0x666666, 0x444444, 0x222222, 0x000000 },
{ 0x99CC00, 0x000000, 0x000000, 0x000000
, 0x000000, 0xCC9900, 0xFFCC33, 0xFFCC66
, 0xFF9966, 0xFF6633, 0xCC3300, 0x000000
, 0x000000, 0x000000, 0x000000, 0xCC0033 },
{ 0xCCFF00, 0xCCFF33, 0x333300, 0x666600
, 0x999900, 0xCCCC00, 0xFFFF00, 0xCC9933
, 0xCC6633, 0x330000, 0x660000, 0x990000
, 0xCC0000, 0xFF0000, 0xFF3366, 0xFF0033 },
{ 0x99FF00, 0xCCFF66, 0x99CC33, 0x666633
, 0x999933, 0xCCCC33, 0xFFFF33, 0x996600
, 0x993300, 0x663333, 0x993333, 0xCC3333
, 0xFF3333, 0xCC3366, 0xFF6699, 0xFF0066 },
{ 0x66FF00, 0x99FF66, 0x66CC33, 0x669900
, 0x999966, 0xCCCC66, 0xFFFF66, 0x996633
, 0x663300, 0x996666, 0xCC6666, 0xFF6666
, 0x990033, 0xCC3399, 0xFF66CC, 0xFF0099 },
{ 0x33FF00, 0x66FF33, 0x339900, 0x66CC00
, 0x99FF33, 0xCCCC99, 0xFFFF99, 0xCC9966
, 0xCC6600, 0xCC9999, 0xFF9999, 0xFF3399
, 0xCC0066, 0x990066, 0xFF33CC, 0xFF00CC },
{ 0x00CC00, 0x33CC00, 0x336600, 0x669933
, 0x99CC66, 0xCCFF99, 0xFFFFCC, 0xFFCC99
, 0xFF9933, 0xFFCCCC, 0xFF99CC, 0xCC6699
, 0x993366, 0x660033, 0xCC0099, 0x330033 },
{ 0x33CC33, 0x66CC66, 0x00FF00, 0x33FF33
, 0x66FF66, 0x99FF99, 0xCCFFCC, 0xFFFFE3
, 0xFFFFFF, 0xFFE3FF, 0xCC99CC, 0x996699
, 0x993399, 0x990099, 0x663366, 0x660066 },
{ 0x006600, 0x336633, 0x009900, 0x339933
, 0x669966, 0x99CC99, 0xE3FFFF, 0xFFFFFF
, 0xFFFFFF, 0xFFCCFF, 0xFF99FF, 0xFF66FF
, 0xFF33FF, 0xFF00FF, 0xCC66CC, 0xCC33CC },
{ 0x003300, 0x00CC33, 0x006633, 0x339966
, 0x66CC99, 0x99FFCC, 0xCCFFFF, 0x3399FF
, 0x99CCFF, 0xCCCCFF, 0xCC99FF, 0x9966CC
, 0x663399, 0x330066, 0x9900CC, 0xCC00CC },
{ 0x00FF33, 0x33FF66, 0x009933, 0x00CC66
, 0x33FF99, 0x99FFFF, 0x99CCCC, 0x0066CC
, 0x6699CC, 0x9999FF, 0x9999CC, 0x9933FF
, 0x6600CC, 0x660099, 0xCC33FF, 0xCC00FF },
{ 0x00FF66, 0x66FF99, 0x33CC66, 0x009966
, 0x66FFFF, 0x66CCCC, 0x669999, 0x003366
, 0x336699, 0x6666FF, 0x6666CC, 0x666699
, 0x330099, 0x9933CC, 0xCC66FF, 0x9900FF },
{ 0x00FF99, 0x66FFCC, 0x33CC99, 0x33FFFF
, 0x33CCCC, 0x339999, 0x336666, 0x006699
, 0x003399, 0x3333FF, 0x3333CC, 0x333399
, 0x333366, 0x6633CC, 0x9966FF, 0x6600FF },
{ 0x00FFCC, 0x33FFCC, 0x00FFFF, 0x00CCCC
, 0x009999, 0x006666, 0x003333, 0x3399CC
, 0x3366CC, 0x0000FF, 0x0000CC, 0x000099
, 0x000066, 0x000033, 0x6633FF, 0x3300FF },
{ 0x00CC99, 0x000000, 0x000000, 0x000000
, 0x000000, 0x0099CC, 0x33CCFF, 0x66CCFF
, 0x6699FF, 0x3366FF, 0x0033CC, 0x000000
, 0x000000, 0x000000, 0x000000, 0x3300CC },
{ 0x000000, 0x222222, 0x444444, 0x666666
, 0x888888, 0x999999, 0x00CCFF, 0x0099FF
, 0x0066FF, 0x0033FF, 0xAAAAAA, 0xBBBBBB
, 0xCCCCCC, 0xDDDDDD, 0xEEEEEE, 0xFFFFFF },
};
/** The rollover color. */
private static final Color ROLLOVER_COLOR = new Color(0x20ffffff, true);
/** The current color. */
private Color color;
/** The available colors. */
private Color[][] colors;
/**
* The constructor.
*/
public ColorSelector() {
this(Color.RED, getDefaultColors());
}
/**
* The constructor.
*
* @param color The active color.
* @param colors The colors to select from.
*/
public ColorSelector(Color color, Color[][] colors) {
this.color = color;
this.colors = colors;
// set background
setOpaque(false);
// listen to clicks and display popup as needed
addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent arg0) {
// create and show swatch
final JPopupMenu popup = new JPopupMenu();
popup.setOpaque(false);
ColorSwatch swatch = new ColorSwatch(ColorSelector.this.colors);
swatch.addColorListener(new ColorSwatch.ColorListener() {
public void handleColor(Color color) {
// set the new color
if (color != null) {
ColorSelector.this.setColor(color);
}
// hide the popup
popup.setVisible(false);
}
});
popup.add(swatch);
popup.show(ColorSelector.this, getWidth() / 2, getHeight() / 2);
}
});
}
/**
* Returns the color.
*
* @return The color.
*/
public Color getColor() {
return color;
}
/**
* Sets the color.
*
* @param color The color.
*/
public void setColor(Color color) {
this.color = color;
}
/**
* Returns the colors.
*
* @return The colors.
*/
public Color[][] getColors() {
return colors;
}
/**
* Sets the colors.
*
* @param colors The colors.
*/
public void setColors(Color[][] colors) {
this.colors = colors;
}
/**
* Returns the base colors.
*
* @return The base colors.
*/
public static Color[][] getDefaultColors() {
Color[][] colors = new Color[DEFAULT_COLORS.length][DEFAULT_COLORS[0].length];
for (int y = 0; y < colors.length; y++) {
for (int x = 0; x < colors[0].length; x++) {
colors[y][x] = new Color(DEFAULT_COLORS[y][x]);
}
}
return colors;
}
/**
* Returns the preferred size.
*
* @return The preferred size.
*/
@Override
public Dimension getPreferredSize() {
return new Dimension(60, 30);
}
/**
* Returns the margin.
*
* @return The margin.
*/
private int margin() {
return 3;
}
/**
* Draws this component.
*
* @param g Where to draw to.
*/
@Override
public void paint(Graphics g) {
// use antialiasing
Graphics2D g2 = (Graphics2D)g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
int width = getWidth();
int height = getHeight();
int x = 0;
int y = 0;
int margin = margin();
// draw border
getBorder().paintBorder(this, g, 0, 0, width - 1, height - 1);
// draw the color
g.setColor(color);
g.fillRoundRect(x + margin, y + margin
, width - (2 * margin), height - (2 * margin), 5, 5);
// draw effect as need
ButtonModel model = getModel();
if (model.isPressed()) {
g.setColor(ROLLOVER_COLOR);
g.fillRoundRect(x + margin, y + margin
, width - (2 * margin), height - (2 * margin), 5, 5);
g.fillRoundRect(x + margin, y + margin
, width - (2 * margin), height - (2 * margin), 5, 5);
}
else if (model.isRollover()) {
g.setColor(ROLLOVER_COLOR);
g.fillRoundRect(x + margin, y + margin
, width - (2 * margin), height - (2 * margin), 5, 5);
}
}
}
ColorSwatch.java:
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import java.awt.event.MouseEvent;
import java.util.ArrayList;
import java.util.List;
import javax.swing.BorderFactory;
import javax.swing.JPanel;
import javax.swing.event.MouseInputListener;
/**
* Displays a color swatch.
*
* @author noblemaster
* @since August 16, 2010
*/
public class ColorSwatch extends JPanel {
/** The rollover color. */
private static final Color ROLLOVER_COLOR = new Color(0x80ffffff, true);
/** The listener. */
public static interface ColorListener {
/**
* Called if a color has been activated.
*
* @param color The color.
*/
void handleColor(Color color);
}
/** The listeners. */
private transient List
listeners = new ArrayList();
/** The colors. */
private Color[][] colors;
/** The rollover color. */
private Color rolloverColor = null;
/**
* The constructor.
*/
public ColorSwatch() {
this(new Color[0][0]);
}
/**
* The constructor.
*
* @param colors The colors to select from.
*/
public ColorSwatch(Color[][] colors) {
this.colors = colors;
// set look
setOpaque(true);
setBackground(Color.WHITE);
setBorder(BorderFactory.createLineBorder(Color.BLACK, 1));
// add listener
MouseInputListener mouseListener = new MouseInputListener() {
public void mousePressed(MouseEvent event) {
Color color = getColor(event.getX(), event.getY());
// notify about selection
for (int i = 0; i < listeners.size(); i++) {
listeners.get(i).handleColor(color);
}
}
public void mouseMoved(MouseEvent event) {
rolloverColor = getColor(event.getX(), event.getY());
repaint();
}
public void mouseDragged(MouseEvent event) {
// not used
}
public void mouseReleased(MouseEvent event) {
// not used
}
public void mouseClicked(MouseEvent arg0) {
// not used
}
public void mouseEntered(MouseEvent arg0) {
// not used
}
public void mouseExited(MouseEvent arg0) {
rolloverColor = null;
repaint();
}
};
addMouseListener(mouseListener);
addMouseMotionListener(mouseListener);
}
/**
* Returns the colors.
*
* @return The colors.
*/
public Color[][] getColors() {
return colors;
}
/**
* Sets the colors.
*
* @param colors The colors.
*/
public void setColors(Color[][] colors) {
this.colors = colors;
}
/**
* Returns the preferred size.
*
* @return The preferred size.
*/
@Override
public Dimension getPreferredSize() {
int colorSize = getColorSize();
int colorSpacing = getColorSpacing();
int margin = getMargin();
return new Dimension((colorSize + colorSpacing) * colors[0].length
+ (2 * margin) - colorSpacing
, (colorSize + colorSpacing) * colors.length
+ (2 * margin) - colorSpacing);
}
/**
* Returns the margin/insets from where the colors are painted. Override this method to paint the colors
* further inside.
*
* @return The margin.
*/
public int getMargin() {
return 2;
}
/**
* Returns the color for the given coordinate.
*
* @param x The x coordinate.
* @param y The y coordinate.
* @return The color or null if not found.
*/
private Color getColor(int x, int y) {
int margin = getMargin();
int colorSize = getColorSize();
int colorSpacing = getColorSpacing();
x -= margin;
y -= margin;
int col = x / (colorSize + colorSpacing);
int row = y / (colorSize + colorSpacing);
if ((col < 0) || (col >= colors[0].length) || (row < 0)
|| (row >= colors.length)) {
return null;
}
else {
return colors[row][col];
}
}
/**
* Returns the spacing.
*
* @return The spacing.
*/
private int getColorSpacing() {
return getColorSize() > 2 ? 1 : 0;
}
/**
* Returns the size of a color thingy.
*
* @return The color size in pixels.
*/
private int getColorSize() {
if ((colors[0].length <= 12) && (colors.length <= 8)) {
return 15;
}
else if ((colors[0].length <= 24) && (colors.length <= 16)) {
return 7;
}
else if ((colors[0].length <= 48) && (colors.length <= 32)) {
return 5;
}
else if ((colors[0].length <= 96) && (colors.length <= 64)) {
return 3;
}
else {
return 1;
}
}
/**
* Draws this component.
*
* @param g Where to draw to.
*/
@Override
protected void paintComponent(Graphics g) {
// use antialiasing
Graphics2D g2 = (Graphics2D)g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
int width = getWidth();
int height = getHeight();
int margin = getMargin();
int colorSize = getColorSize();
int colorSpacing = getColorSpacing();
// background fill
g.setColor(getBackground());
g.fillRect(0, 0, width, height);
// draw the colors
for (int y = 0; y < colors.length; y++) {
for (int x = 0; x < colors[0].length; x++) { Color color = colors[y][x]; g.setColor(color); g.fillRect(x * (colorSize + colorSpacing) + margin , y * (colorSize + colorSpacing) + margin , colorSize , colorSize); // draw rollover? if (colorSpacing > 0) {
if (color == rolloverColor) {
g.setColor(ROLLOVER_COLOR);
g.fillRect(x * (colorSize + colorSpacing) + margin
, y * (colorSize + colorSpacing) + margin
, colorSize
, colorSize);
}
}
}
}
}
/**
* Adds a listener.
*
* @param listener The listener.
*/
public void addColorListener(ColorListener listener) {
listeners.add(listener);
}
/**
* Removes a listener.
*
* @param listener The listener.
*/
public void removeColorListener(ColorListener listener) {
listeners.remove(listener);
}
}
NOBLE MASTER GAMES RELEASES AGE OF CONQUEST FOR APPLE IPAD
Honolulu, HI – August 17, 2010 — Noble Master Games releases their medieval strategy game “Age of Conquest: World Conquest” for Apple’s iPad platform.
Age of Conquest a risk-like strategy game where you take the reign of a budding empire and struggle for domination of the world. The game includes sixteen scenarios with a total of over hundred empires to choose from including Spain, Germany, France, Egypt, Saudi Arabia, India, China, Japan, Australia, Brazil, Columbia, Cuba and the United States.
Age of Conquest features several AI difficulty levels from easy to extreme keeping you entertained for hours. Options include Fog of War and a God Mode to see all the units on the map. Features include:
- Play with any of the empires available.
- Random placement option.
- Basic population and economy management.
- Background music matching the game you are playing.
- Auto-save option to resume games in progress.
The iPad application “Age of Conquest: World Conquest” is available in the Apple iTunes Store for US$4.99. A free “Lite” version can be downloaded for try out before purchase. Age of Conquest is also available for iPhone and iPod Touch. iTunes URL:
Age of Conquest III will feature two new GUI components: slider and progress bar. Both components have been designed by Sergey “Serjio” Churbanov who created most other graphics for Age of Conquest III as well.
An update for Age of Conquest Lite (iOS devices) is now available in Apple’s iTunes Store. The update features improved graphics as well as improved AI difficulty levels and difficulty in general. The AI difficulty ranges from easy to extreme. Most notable, the game has now full iPad support. See screenshot below for details.
All other paid Age of Conquest applications including Europe, N. America, S. America, Asia and Africa will receive full iPad support free of charge as soon as Apple approves the latest update (submitted, pending review). The new World Conquest edition featuring a map of the world will be released around August 11.
Download Age of Conquest Lite (free) now via the iTunes Store:
Due to numerous requests, below is a description of income & expenses in Age of Conquest III. The system is up and running on Android already and will come to PC, Macintosh & Linux soon.
The income and expenses for each turn are calculated as follows:
World world = ... // the world including everything
Entity entity = ... // the empire we are doing the calculations for
// assets
long money = entity.getMoney();
// income: tax
long taxIncome = getTaxIncome(world.getProduction(entity),
entity.getTaxRate(),
entity.getMorale());
money += taxIncome;
// income: vassals
for (Entity vassal: vassals) {
long vassalIncome = getTaxIncome(world.getProduction(vassal),
vassal.getTaxRate(),
vassal.getMorale());
money += getVassalPay(taxIncome);
}
// expenses: economy and military spending
money -= getEconomySpending(taxIncome, entity.getSpendingEconomy()));
money -= getMilitarySpending(world.getMilitary(entity),
entity.getSpendingMilitary()));
// expenses: tributes to vassal masters
for (Entity master: masters) {
money -= getVassalPay(taxIncome);
}
Please note, production is a factor of economy x population.
Utility functions to calculate costs as well as economy, population and military increases/decreases depending on the spending settings chosen.
/** The percent the vassal pays. */
public static final int VASSAL_PAY_PERCENTAGE = 10;
/** The standard economy spending in percent [0, 100]. */
public static final int STANDARD_SPENDING_ECONOMY = 80;
/** The standard military spending in percent [0, 100]. */
public static final int STANDARD_SPENDING_MILITARY = 80;
/**
* Returns the tax for the given number of people.
*
* @param production The production.
* @param taxRate The tax rate in percent [0, 100].
* @param morale The morale in percent [0, 100].
* @return The tax.
*/
public long getTaxIncome(long production, int taxRate, int morale) {
return Math.round(Math.pow(production * 0.08d, 0.96d) * taxRate/10*morale/100);
}
/**
* Returns the payment a vassal slave has to pay to
* his master based on his production.
*
* @param taxIncome The tax income of the vassal slave.
* @return The pay a vassal slave has to pay to his master.
*/
public long getVassalPay(long taxIncome) {
return taxIncome * VASSAL_PAY_PERCENTAGE / 100;
}
/**
* Returns the investment spending for the given tax income.
*
* @param taxIncome The tax income.
* @param economySpending The economy spending.
* @return The expenses.
*/
public long getEconomySpending(long taxIncome, int economySpending) {
return (taxIncome / 10) * economySpending / STANDARD_SPENDING_ECONOMY;
}
/**
* Returns the economy increase for the given spending rate.
*
* @param economySpending The spending.
* @return The increase factor. Stays stable for 1, decreases
* or less than 1 and increases for more than 1.
*/
public float getEconomyIncrease(int economySpending) {
return 1.03f + ((economySpending - Market.STANDARD_SPENDING_ECONOMY) * 0.03f / 100);
}
/**
* Returns the population increase for the given spending rate.
*
* @param economySpending The spending.
* @return The increase factor. Stays stable for 1, decreases
* for less than 1 and increases for more than 1.
*/
public float getPopulationIncrease(int economySpending) {
return 1.01f + (economySpending * 0.001f);
}
/**
* Returns the upkeep cost for the given number of military units.
*
* @param military The military units.
* @param militarySpending The military spending.
* @return The upkeep cost.
*/
public long getMilitarySpending(long military, int militarySpending) {
return (military / 5) * militarySpending / STANDARD_SPENDING_MILITARY;
}
/**
* Returns the military increase for the given spending rate.
*
* @param militarySpending The spending.
* @return The increase factor. Stays stable for 1, decreases
* for less than 1 and increases for more than 1.
*/
public float getMilitaryIncrease(int militarySpending) {
return 1.0f + ((militarySpending - Market.STANDARD_SPENDING_MILITARY) * 0.5f / 100);
}
Looks like I am done a lot earlier than anticipated! I uploaded Age of Conquest Lite with iPad support yesterday night to the iTunes store for review. Shouldn’t be long until it is approved (or rejected). I will release “World Conquest” featuring the world map thereafter.
Find below the menu screen layout for the single player version of the game:
Age of Conquest III for iPad is close to completion. It should take about one week of development, then one or more weeks to get the application approved in the Apple iTunes store. Age of Conquest Lite (map of Europe) will be upgraded first to give existing users the chance to play the game not only on iPod Touch and iPhone but also on the iPad. The world map will be released thereafter.
See below for current development screenshots for the iPad version (World Conquest). Please note, this is the medium-sized world map. The full-size world map will be available on desktop (PC, Mac, Linux) only due to memory limitations.
I wouldn’t mind getting my hand on that little precious. The price tag of the Concord C1 Quantum Gravity watch is still at $320′000, so I’m going to wait for the moment. I just need a few more customers for Age of Conquest…
After taking things easy for a few weeks, I am ready to re-start game development for Age of Conquest. I just received another set of graphics from the artist (Sergey). This is the final batch including about 30 icons.
I already started developing the various iPad screens. All that was missing were the graphics. Now, that I received the final batch from Sergey, I should be able to bring iPad development to a close within the next 4-6 weeks. After that, the desktop (PC, Macintosh & Linux) version is up next. I should be able to get the desktop version (single player) ready before December.
Things for Age of Conquest III are progressing slowly. I am currently waiting for all the graphics to come in to finally get started with full-time development on the next installment of Age of Conquest for PC, Macintosh & Linux computers.
See below for the latest graphics (Winner’s Podium).
Below a first prototype for Pandemic Wars. The goal is to spread a disease by changing the disease parameters including infectivity, mortality, restistance, transmission modi etc. Or optionally, the goal could be to stop the spread of a disease. It will be possible to have more than one disease at the same time battling for ultimate annihilation.
I am lately addicted to Hydorah. Hydorah is a free side-scrolling shooter. The game features great graphics and music and is quite a challenge to play.
If you fought the Bydo and shooted the Bacterians in the core, you are ready for the war against the evil god Hydorah. Choose the path to follow and fight planet by planet against hordes of meroptians.
Every couple month someone emails me to port Oregon Trail to Android. It’s a different person every time. It’s just a short message such as:
“I challenge you to port Oregon Trail!”
“Oregon Trail!!!!”
“Hey, you should port Oregon Trail to Android!”
It’s puzzling? Why me, I don’t own the rights to Oregon Trail? I wouldn’t mind doing it, but I am pretty sure Gameloft has their own developers to pull it off. Also, there are other games out there that I could port; how about those?
Below is an early draft for the user interface for the menu screens in Age of Conquest III. It’s still a work in progress, so things will be moved around/adjusted as needed.
Age of Conquest Version III will have a slightly modified tax and spending screen compare to Version II. The new empire adjustment screen will allow adjusting tax rate and both military and economy spending.
Tax Rate: The tax rate affects morale. A tax rate of 10% will keep morale stable. Morale is a multiplier for tax income. Keeping the tax rate low, will increase morale and yield to a higher income in the future. Keeping the tax rate high will allow for short-term tax income gains, but reduce tax income in the future due to lowered morale.
Economy: Economy spending can be used to grow both population and economy each turn.
Military: Military spending of 80% will keep the number of military units stable. Increasing the spending will grow military units on all the provinces each turn. Decreased spending will do the opposite.
The empire screen is optional for all games and can be disabled as needed.