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systems

production

pops produce resources and goods resources are produced from a province eg wood, ore, grain goods combine resources and other goods eg iron, textiles, wine most production occurs close to the site of the inputs

Map Editor

save map load map add more tile types rivers and roads rendering map as one sprite?

simulation

basic agriculture

each tile has a max agricultural output has both a percentage of arable land and quality

peasants and nobles involved in agriculture knightly class? laborers and slaves serve upper classes how detailed to model? number of farms - avg size production per farm based on size, fertility, and number of workers some farmers are tenants of larger landholders - they give some (like half) to the holder the landholders also use laborers and slaves to harvest a trade resource, like olive oil or wine how to account for one culture to have more favorable position in province with other? harvest_pct factor 0.2 landlordized, 0.6 arable land total_harvest = 1000 to_landlords = landlordized * 0.5 * total_harvest should we model land ownership by non-local entities (nobles or even the crown)?

tile modifiers

target and growth rate? mod_gain = (target - mod) * growth

pops - design

vicky 2 - split into groups by culture and job farmer pops produce goods based on the province - either grain, oil, or wine fisherman make fish laborers/slaves harvest resources

economics

trade flow

surplus production is provided to trade network surplus agriculture output determined by land ownership and fertility goods flow through multiple places on route to consumption destination towns collect local surplus through trade gravity trade_distance function to calculate distances trade isn’t feasible over long distances, especially for bulk goods all that grain gets eaten (or turned into beer I guess) surplus is shipped to closest city (generally on a river or the sea) here the city competes for grain with cities further down the chain ** how to model supply and demand? pops need and want goods for each good, set a need threshold and a want threshold if under need, demand is twice as much if under want if food is under need, pop shrinks one pop has food need: 0.5 want: 1.0 so if it’s currently getting 0.7, demand would be 0.3 but if it’s getting 0.4, demand would be 1.2 demand represents pops willingness to pay for a good, and unwillingness to sell it of cource, slaves/tenants are bound to give up some goods local supply and demand create prices money?????? research how pre-money societies exchanged goods monetisation tracked with civilisation ** vicky 2 model if supply > demand, price decreases until it is a fraction of a goods default_price if supply < demand, price increases until it is a certain multiple of default price however, trade is global in vic 2, so here each market would have to track price, available supply, and demand market demand is increased from nearby markets can trade be performed in kind (forced to have equal trade)?

basics of trade

at it’s base, trade comes from the exploitation of a valuable resource

examples of trade resources

tyrian dye fish cedar grain oil wine gold and silver tin

ui

ergonomic api our problem is we show a lot of information leaving nodes hidden in the background still incurs compuation, and they have to change sometimes anyways (list) we could ape the vdom model, where we only tear down if any nodes added/removed still need to maintain data binding - even in lists table as basic element

architecture

how to attach populations to tiles? Query<(&Population, &JobProvider)>

politics

client states and vassals fast