Tabletop Simulator

Tabletop Simulator

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Power Grid: China/Korea (semi-automated)
   
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Game Category: Board Games, Strategy Games
Assets: Scripting
File Size
Posted
Updated
457.322 KB
31 Oct, 2018 @ 6:33pm
6 Nov, 2021 @ 2:39pm
8 Change Notes ( view )

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Power Grid: China/Korea (semi-automated)

Description
-- - -- China -- - --
The Chinese economy is structured as a planned economy. In this version of the game, there are no surprises. The power plants on the power plant market are offered in ascending order during the first two steps of the game. Additionally the resource table is designed such that resources are likely to be in short supply as the game proceeds. Thus, players must plan their resource needs very carefully or find their grid dark and their incomes reduced.

-- - -- Korea -- - --
In Korea, due to the division of the country, the political situation is very different compared to the countries of the other Power Grid maps. The players are confronted first with richly varying geographical challenges, making building expensive. In addition, because of the political division, the players must buy their resources from a divided market.


Automated functionality:
- Changes snaps for each map
- Sets up for number of players seated (deals out a random card to determine player order)
- Tracks amounts of power plants in network (also removes plants that are of equal value to plants in network)
- Tracks player position ("Markets (Phase 5)" button)
- Fills the resource markets and plant market
- Plant market in China replenishes on phase 5 ("Markets (Phase 5)" button)
- China (Step 3) and Korea market need to have the button ("Add Plant") pressed to fill the market, this button will fill the whole market regardless of missing plants, should only be one at a time though.

Considerations:
- Resources do not fill properly if the resources are missing from a higher value than the lowest value (id est: if there are resources in the market and there is a gap between any of the lowest values, the market will fill the right amount for the step, but, will stack some of the resources with the gap above them.)
- Plants need to be placed on their respective snap points (id est: any automation regarding power plants will not calculate correctly if the power plants are, not in either the player mats or the market play mat, or they are stacked.)

I have not done turn order and will not do it for a while unless there is a large request for it. If you are familiar with tts lua and turn order functionality, please reach out to me and we can implement them together. Out of all the Power Grid maps I have played China/Korea has the most complicated markets. Again, in time, when I feel like it again or there is a large request I will adapt my script to other expansions and base game.
7 Comments
NoodleTrickery  [author] 6 Nov, 2021 @ 2:42pm 
@VA-Pops I have checked this multiple times with out seeing what you had seen, Just changed the model over to a new one!
VA-Pops 16 Nov, 2020 @ 2:14pm 
The filename was removed by Steam I guess, but here's the final part of the URL:
id=0B_R2Mm1ALT39aUJnN20yb1pmbEU
VA-Pops 16 Nov, 2020 @ 2:13pm 
Hello! Thanks for a great implementation. However, today when I tried loading the files I got an error for {LINK REMOVED} which I believe is the trash-tokens. You know what happened?
conrad503 12 Jun, 2020 @ 11:41pm 
Thanks for the reply. I'm of the opinion that, yes, less is more in this case. I think the level of scripting was great, and turn order is probably gilding the lily. It's easy enough to do 'manually' and eliminates one more avenue for crash potential. I'd look forward to checking it out again after you get a chance to sort it out. I'm sorry I can't provide more clues to work with. Cheers
NoodleTrickery  [author] 12 Jun, 2020 @ 7:43pm 
I would have loved to be there conrad503. I programmed this after teching myself the language, with nobody to test with. Multiplayer might be kinda odd but I will see if there is something i can do to fix it up. Unfortunately I am away from my computer for the next couple months. I have started addressing turn order and almost have it done. I am under the impression that less is more at this point because of how personal some of the phases are... I may add a turn order but in a more limited fasion (up to the players to finalize ther involement in the phases. Alas I wont do anything until august...
conrad503 7 Jun, 2020 @ 11:55pm 
This is an excellent implementation, and the scripting is great. However, we had two sudden 'time-outs' approximately 1/3 of the way into the game, for no apparent reason. It was a five player game. The first occurred without using the scripted automation (we used manual). All players, except the hose, me, were ejected from the game to the server lobby. And the game no longer appeared on the server to players or host (although I could still view the game state on my screen). The second was basically identical to the first, except the scripted automation was utilized. No global server errors were reported on Steam in either case.
conrad503 7 Jun, 2020 @ 11:54pm 
I suspicion that the lack of turn-order scripting may be the source of the problem, or perhaps the fact that players made moves in an order that was inconsistent with the order displayed on the turn track (which was inaccurate). Not sure, but I would love to see the problem fixed. Otherwise this is a great job, now if we can just get the bugs worked out. Cheers!