jimmylegss said:
Yeah you seem to have more experience on the practical side.
[...]
Im curious since you seem to have given this some thought already, you have experience with game developing? Any progress on a current project?
I'm happy that I make so good impression. ;) In RL I thought about studying programming, but I ended up in economics. I haven't finished anything serious. The areas that I can be useful:
-economics;
-creative ideas;
-making simple enough models (with basic understatement of data structures).
With programming as such my usefulness would be limited.
If you look at google maps, our planet is really massive. It could be that some satellite did a quick fly over. But satellites only last for so long, and have limited fuel. Current lifecycle is about 15-20 years. Ofcourse at first a space program would be very very expensive with relatively little pay off. So you have a rough idea what the planet looks like but no detail. You are very limited at first when population is small. And ofcourse you need the few satellites you have to pinpoint location of rebels that are harassing you, so that sucks up fuel even faster.
Idea:
-you know landmass and landscape (we know that about inner planets in the solar system)
-you have no idea about natural resources beneath.
Anyway, have you thought about a tidal locked planet?
http://en.wikipedia.org/wiki/Habitability_of_red_dwarf_systems#Tidal_effects
(then the cool side would be unexplored)
You could allow the player the set up some starting colony, and do various things to make it attractive?
How about this, lategame everything is ran by corporations. So that is then the only economic entity. Still have no idea how to start out with that.
My idea here is the following. You'd not achieve specially bright AI. So instead of trying that, model that each of powers in micro level ungovernable and local gov makes some decisions on its own without taking care about general plan, while central gov disciplines it only from time to time.
You probably have way more experience on this then me. But what about very large tiles that you click on, and it goes to a new screen the size of what would be 2-3 miles or something. There you can just build ****, and when your done you go back to the large screen again that is way more zoomed out.
May I do math?
-You have 2 miles * 2 miles fields
-you have a cylinder shaped planet... (yes, there are such in games :D ) which has Earth which is 20 000 km * 40 000 km
-so you have a 62000 * 123000
-lets say that for each city part there is 500 of two bytes variables
We've just allocated 62000 * 123000 * 500 * 2 bytes
Which is 6.9 TB of RAM, while my computer has merely 2 GB of RAM.
My answer is that your idea exceeded your era :D
With industry or force? So if an industry is in a certain tile, it will pull in a certain amount of inhabitants. Or if certain commodities are there.
How about a system where one city produces something, but usually a very large surplus. And then it automatically gets spread out over the richest and closest parts of your cities and your allies cities. (and you can control wether you allow export or not). So you could set a wealth level determined by skill level, and then they are cut off from most goods and services if they are very lowly skilled. Or something like that.
So two farming cities could produce 75% of the food, and it will be spread out. And ofcourse there would be supply lines between them that can get cut off? If that happens, famine! Shouldn't be that hard?
You could allow the player to control education (or training level of inhabitants). The more highly they are trained, the harder to control and the more needy they are. So more reward, but also more risk?
My idea (yes, I know, I dumb everything down, to make it easier):
1) use freeciv files to get most of interface and big part of graphic done (so you'd have to like their C language)
2) accept that's a turn strategy
3) allow unlimited move in a turn, but each field would just cost you energy (realistic in XXIst century), it only fails in case of military conflict
4) cities and surroundings
-like in free civ accept idea that there is a city surrounded by a zone around that it controls, presumably this zone should grow with population
-stop blocking high population growth
-as one of land improvements you can put... suburbs. So you end up with belt of cities surrounded by suburbs (close enough?)
-only tiny share of your population works in agriculture (in RL in developed country its 2% of labour force)
-you have a bigger choice of what to build around the city
-you put main improvements in the city
5) trade (goods)
-you have production possibility in your city, you can produce more but at extra cost
-you have calculated trade routes to all cities (100% sea is very cheap, 100% rail too, reloading or moving trough wild expensive, airtransport - expensive)
-you add your production cost to transport cost - you get price of your goods in that city, you may add tariffs if applicable
-you match that with local demand
-you run a few repetition to optimize that function
6) trade (services) - in 1st world nowadays services its 70%-80% of GDP
-each of cities has its own speciality
-for data purposes you have for each area (let's say movie making, health care, programming, electronic designing, finance services, tourism, etc) a list of top 5 cites. You have bonus from buildings, nearby fields, education of your population, and your prior investment in that area.
-you get some trade incomes, even though no stuff was physically transported (but subject to the same restrictions, like tariffs/embargoes )
7) Your city population happiness:
-consumption
-extra buildings nearby improvement making it happy
-number of flats (yes, use one variable for number of flats and your citizens like to have plenty of extra space, it would be useful as stabilizing mechanism if a few emigrate suddenly city would become spacious)
-climate (they like moderate climate and if they have to live somewhere else they demand something extra)
-pollution
-taxes/subsidies/policies (let's say that your citizens may dislike your surveillance or cloning policy)
Except of usual riots, if people in one city are happy and in other unhappy - someone is voting with feet.
EDIT:
Education and demographic
-you can just from time to time create a great man... right... great person, who if hired would give one proper bonuses to any applicable area. And probability that one of players would have a chance to get him/her would be based on some mixture of number of your population, their education, your prestige, specialities, etc.
-with education... I have mixed feelings:
a) one generic "average education level"
OR
b) split your population on a few levels of education attainment, and keep record for each
b sounds better, until you think about age, because you end up with big mixture of combination of age/education which would require plenty of variables.
(I still think how to do it, presumably "average education level" which would just lag after your investments in education)