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Showing posts with the label economics

2022 Screenshot Update

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Work on the game is ongoing!  Since my last posts about evolving cities, I've done a lot of work improving the game - especially the evolving cities, clouds and overall performance.  I can now run the game in ultrawide resolution at 30fps on planet surfaces, which are the most costly scenes to render.   This is a major achievement for my game engine, and will unblock the development of many features to come. Improvements to Evolving Cities There are many improvements to the evolving cities simulation.   Road biomes (I haven't done road meshes yet) connect major installations, and residential / city zones are more likely to grow along these corridors.   New installations are built in proximity to the headquarters.   The roads are generated using an adaptation of the erosion code, in order to find the path-of-least-resistance. Cities evolve along road lines connecting major installations This city formed around a seam of crystals The Empir...

Simulating Planetary Economics

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Planetary Economics This week I started writing the galactic economic simulation.  Each game year the universe evolves and each planet's economy grows or shrinks based on factors such as government type, stability, population size and natural resources.  Eventually you'll not just be limited to governing planets by controlling tax rates and setting government policy, but by waging intergalactic warfare you'll be able to influence the economy and populations of your enemies in more nefarious ways.  You'll be able to bomb their infrastructure and destroy large population centers such as cities.  You'll be able to pirate their freighters in order to interrupt supply chains.  But of course, if you don't defend you own empire with ground based lasers, missiles, air defences, space defence shields, orbital laser grids and battle fleets, enemy civilisations will be able to do exactly the same to you. For now however, let's just start with the basic economic simulat...