This video shows lots of improvements to the internals of the game allow the revised merchant trading interface to work. This is the culmination of a lot of previous work: item categories, pricing by stockpile, AI Tasks, inventory by category, weight and capacity, smart town placement, and the revised Menu system.

On another front we added something we've been working towards for months: NPC desire fulfillment. When an NPC has nothing to do they will decide for themselves what to do. Right now it is limited to visiting the Inn for entertainment, but the system is in place now for anything like shopping, hikes in the wilderness, and makin' babies.

About 8 months ago Nic and I decided to move simulator turns from days/weeks to hours. This was to enable NPC's to move around and do things and for the player to be able to see it happen as time passes. We had it working for the jobs in hexes around the town, but now it is working within the town!

There is one subtask left to do before I can say the economy simulation is done and that is updating the mayor AI to select and build buildings correctly. Then it is on to the third and final big task for build 11: quest generation and fulfillment.

Specific list of changes: