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.
Need rewrite of economic engine. Development halted 2002 due to heavy academic schedule, again. =P
Populations are divided into different classes:
Possible random events:
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.
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 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:
Advanced land types:
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.
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).
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.
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
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.