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Barons of Gidea


A clone of Barren/Solar Realms Elite with muchly more complicated underpinnings. There are different classes of population, military campaigns involve more strategy than just throwing troops around, there is a technology tree, trade is automatic when resources are needed, yon Free Market handles allocation of population and production.

Development Roadmap

Need rewrite of economic engine. Development halted 2002 due to heavy academic schedule, again. =P

Version 0.1

  • Battle System

Version 0.2

  • Automated trade system

Version 0.3

  • Automated population movement

Version 0.5

  • Tech tree


Populations are divided into different classes:

  • Unemployed - Eats food, takes up space.
  • Farmer - Produces food.
  • Miner - Produces natural resources. Lumberjacks are Miners.
  • Worker - Convert natural resources to usable goods.
  • Citizen - Uses goods and produces taxable income. Requires 2 education points to advance.
  • Scientist - Uses goods and natural resources to produce science. Requires 5 education points (cumulative) to advance.
  • Merchant - Produces taxable income and allows for trade. Requires 4 education points (cumulative) to advance.

Possible random events:

  • Scholars randomroll to produce an Invention event, which adds 100 Goods to the turn's economy.
  • Miners randomroll to produce a Mother Lode event, which adds 50 Resources to the turn's economy.

Prestige and Education

People have a tendency to move towards more prestigious jobs. They often require education to do this. There is also a strong tendency among all people to remain in their current job. This tendency to stay put is reduced if there is a surplus, and greatly increased if there is a shortage.

  • There is no prestige to being a Farmer or Miner
  • There is a negligible amount of prestige in being a Worker. No education is required.
  • Citizens are prestigious. 2 points of education are required.
  • Scientists and Merchants are very prestigious. Merchants are more prestigious when the economy is good, and less so when it is bad. It requires 3 points of education to become a Merchant, and 4 to become a Scientist.

Education points are cumulative; a Citizen only needs 1 point to become a Merchant. However, if circumstances force someone to a lower job, the extra education points are lost.

Population Transfers

Population will change jobs as needed by the economy and, to a lesser extent, by the prestige of the job. Highly prestigious jobs often require education, which is a limited resource. The player may encourage the occupation of certain jobs, but may not directly assign people to jobs with the exception of newly captured slaves.


Slaves can be workers, miners or farmers, but do not produce Cash or demand Goods. Slaves also do not matter when counting Goods use by the economy, and slaves do not change their job once assigned. The method of implementing slaves is still a question mark, so they will probably be introduced in a late version.


Land is gained through financing of exploration. In other words, you buy it.

The game starts with a set amount of unclaimed land, and a daily land spawn rate. New countries get some land. Their chance of detecting another country is their size + other country's size / total land area on the continent, tested once daily.

Basic land types:

  • Desert - Worthless and hard to defend. Can be reclaimed at high cost.
  • Swamp - Largely worthless, but provides strong defence. Can be drained to “plain” at some cost.
  • Slag - The most worthless type of land. Having large amounts of Slag damages population's health. Provides decent defense, but you don't want to have enough of it to get the effect. Can be reclaimed to “desert” at extremely high cost.
  • Plains - Can grow food. Can house 1 farmer. Most advanced land types are built on top of Plains.
  • Mountain - Can be Mined for resources. Easy to defend. Can be used for Mines or Fortresses.
  • Heavy Forest - Can be Mined for resources. May turn into Medium Forest when mined.
  • Medium Forest - Can be Mined for resources. May turn into Light Forest when mined.
  • Light Forest - Can be Mined for resources. May turn into Plains or Desert when mined.

Advanced land types:

  • Mine - Produces extra Resources. Requires 1 free miner to produce Resources. Built on Mountains.
  • Fortress - Aids in defense. Requires 25 Defending soldiers to remain active. Assigned to a Border. Built on Mountains.
  • Farm - Produces extra Food. Provides housing for 1 farmer. Requires 1 free farmer to produce food. Built on Plains.
  • Urban - Provides housing for 10 people of any type. Built on Plains.
  • Palace - Increases popular support of government. Provides housing for 1 merchant. Provides storage of 50 soldiers. Built on Plains.
  • University - Produces extra Science. Requires 1 free Scientist to produce Science. Built on Plains.
  • Factory - Produces extra Goods. Requires 2 free Workers to produce Goods. Built on Plains.
  • Armybase - Increases military readiness. Allows storage of 150 soldiers. Requires 50 free soldiers to increase readiness. Built on Plains.
  • Airport - Increases trade. Allows storage of 25 air units. Requires unused storage to increase trade. Built on Plains.
  • Road - Increases trade. Built on Plains.
  • Prison - Reduces crime and insurrection. Requires 15 soldiers to staff. Built on Plains.

If you have two armybases (require 50, allow 150) and 175 soldiers, the first base takes a full 150 and the second only 25, and so only the first base's benefits are realised.


Each country in a game is assumed to be on the same continent. Different Continents are actually different instances of the game, on the same or different servers, that are set up to communicate with each other. Networking is the last thing that will be implemented, don't worry about it.


Science production is split and used both as research to improve technology and as education to allow lower workers to advance to higher positions. Tech tree cost could advance at sqrt(2)^x to increase cost per advancement. Education points can be used to prevent crime.

As a player, you don't even need to know any of this. Instead, you see things like “You have XXY Population”, “You can build 1-4 Mines”, etc.


Approval and Disapproval

Populations have an Approval Rating and a Disapproval Rating of each country (including your own, which is your popular support). Going to war with countries your people like is a bad idea.


Revolutions happen when your disapproval rating gets too high. You can lose a lot of your population and land to revolutions. Since the rebels are from your own people, relations are fair but strained with relatively high approval and disapproval ratings for each other's countries. Since the people who didn't like you left, your disapproval rating drops (but still remains high, since you needed a very high disapproval to earn a revolution).

Alternate (early) idea

Ratings for every country are split into Fear and Respect. These may be sum totals of “points” which are divided into your population to get a rating. Respect can dip into negative regions, while Fear should remain positive. If your own Respect rating drops low enough, riots start occuring and productivity slows down.

The favour ratings with other countries effects how your public's favour with you changes when you declare war, peace, etc. It can be changed by diplomatic relations, random events, and immigration. If your people's favour with another country drops low enough, they will start demanding a war and your favour drops until you comply.

Raising taxes will cause an immediate drop in the people's favour with you, and lowering taxes will cause a lesser rise in favour. Changes in the economy will change your favour to a degree.

A high Fear rating stops the people from speaking and acting out on their Respect or lack thereof, especially if they Fear your rule.

Missing a day of play will drop your Respect and Fear rates a point.


Players can have two passwords. One is a temporary password that the player can set to die out after a time. This is for handing your country to a friend when you go on vacation. Then there is a master password that not only lets you play like with the first password, but allows you to reset either of the two passwords.


War and the Art of Blowing Stuff Up.


Each country has a Border with the other countries, one along the Sea if it has coastal land, and a “Border” for homeland defense. Each border needs to be separately staffed to defend against land grabs, while troops in the homeland defend against full fledged invasions.

Borders have size. When you appropriate land, there's a chance that some of it borders another country. This is how countries will discover each other in the beginning of the game. Squeezing a bunch of troops through a small border gives a bonus to the defender. There will need to be a way to keep the size of X's border to Y equal to the size of Y's border to X, and a way of knowing the X-Y border is the same as the Y-X one.

Countries can get intelligence on the buildup of troops on a border by various means. Intelligence is rarely indicative of the full buildup or fully accurate but can give a good idea.

Troops on a Border can be separated into various Brigades led by Generals. There has to be some fundamental to prevent there from being any advantage to either making one huge brigade or a bunch of smaller ones, while there will be an advantage to proper use of medium sized brigades. Brigades can be given seperate orders to accomplish different objectives.


“You can shoot it, you can blow it up, you can burn it down, but it ain't yours until you can stick a guy with a rifle on top of it.” I forget who said that, but it's appropriate in this game as the amount of land you can grab is dependant upon the number of troops attempting to seize land.

Battle is conducted in a number of “rounds” per turn. Brigades can retreat or change their target between rounds. They do this independently of the player, giving them a kind of artificial intelligence.

Implementation idea: Pick a single brigade, and get all the Brigades on the other side which are attacking this one this round. Lump them together as one battalion for the purpose of fighting this round. Find everything attacking one of these Brigades and lump them in with the Brigade on the other side. Repeat until all of the untouched Brigades are attacking other untouched Brigades, and resolve each battalion versus battalion engagement separately.

War Orders:

  • Join - Offensive or Defensive. Brigade's power added to another brigade's operations. The joined brigades essentially become one operational brigade, but have separate morale/skill attributes and may choose separate times to retreat.
  • Defend Cities - Defensive. Keeps raids from harming cities or other built-up areas with the exception of farms and mines. Does not join battles unless attacked.
  • Defend Border - Defensive. Engages large troop movements on border. Defense power increased by Fortresses. May be overrun by a significantly large invasion force.
  • Ensnare - Defensive. Allows enemy land grabs. Offers bonus to defense.
  • Scout Border - Defensive. Returns intelligence on border movements. Backup is slow to arrive when attacked. Often first to be hit in an attack.
  • Retaliate and Destroy Enemy - Defensive. Reset to “Find and Engage Enemy” when attacked. May assist “Defend Border” brigades for turns before invading.
  • Retaliate and Invade - Defensive. Reset to “Assualt City” when attacked.
  • Parade - Defensive. Increases public approval. Makes unit very susceptable to attack. On border, may decrease enemy troop morale.
  • Feint - Offensive. Finds enemy and engages for short term before retreating. May choose not to attack, depending on size of enemy. May choose to continue attack depending on strength of enemy. Improves intelligence on enemy movements. As all Offensive movements, triggers Retaliation.
  • Find and Engage Enemy - Offensive. Finds enemy Brigades and engages them. Can keep enemy brigades from joining others in battle. May decide not to engage if odds are poor.
  • Land Grab - Offensive. Attempts to occupy land. Engaging enemy is secondary.
  • Destroy Industry - Offensive. Attacks any product it can get its hands on.
  • Raid - Offensive. Attempts to steal goods, gold, slaves, et cetera.
  • Assault City - Offensive. Directly attempts to seize enemy Urban zones and population. Secondarily, may grab land, raid or destroy industry.
  • Invade - Offensive. Attempts to seize massive amounts of land at once. Faces enemy's internal units in addition to border units.

Perhaps instead of separate “retaliate” orders, units can have a defensive order and an offensive order, and the offensive order is only executed when ordered to attack or when an attack occurs. When attacked, there will be a delay in executing the “retaliate” order.

Attempting to get these into a table of some sort:

First, a basic table of whether there is a gain or loss

  • Offensive/Defensive
  • Find Enemy
  • Hide from Enemy
  • Will to Engage
  • Reconaissance
  • First Strike
  • Bonus to Defense
  • Bonus to Offense
  • Grab Land (that opponent won't cry hard over losing)
  • Grab Goods
  • Grab People
  • Grab Good Land (Urban, notDesert, etc)

Orders to invade, move troops, or buy stuff are queued and executed during maintenance at the end of the playing period a la VGAP. This means you don't get any benefits to playing first thing in the morning.

barons_of_gidea.txt · Last modified: 2013/11/30 04:50 by deltatango