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# Realism Maths, New Games

Posted by polyfrag, in economics engine, states and corporations 10 August 2013 · 547 views

Day 1, August 5, 2013

I seem to be more productive and happy working after a long break. I think this is because I continue working on problems at the back of my head while I relax. It's all mathematics. Like enzymes and cofactors coming together at certain rates, and the whole functioning of the cell depending on regulated rates, so too works the formation of ideas and the arrival at the logical conclusion of the train of thought.

Now, the actual maths.

In my engine, a height map of 255x255 tiles can be drawn at a reasonable rate. I'm going to use this as the normal height map size. A road/street is about 10 meters wide, including the sidewalks and grass. So I made each tile 10 meters in width. So the maps are 255 x 0.01 km = 2.55 km in width.

That looks pretty impressive when you zoom out and see the mountains.

https://dl.dropboxusercontent.com/u/109630018/StatesCorps.zip

But that is not even a whole city (greater city / metropolitan area). A city with a population of 2 million is about 80 km wide.

(Bottom-left corner here)

This is about as much as can be held in a floating-point variable while retaining precision down to the centimeter. But that would be at least 8,300 tiles, which couldn't be drawn at a playable rate. I'm going to stick with 2.55 km wide maps.

Now, looking at coal power stations,

http://en.wikipedia.org/wiki/List_of_coal_power_stations

about 350 MW is generated per generation unit, with at most about 6 (2,100 MW).

http://science.howstuffworks.com/environmental/energy/question481.htm

2,460 kWh is generated per ton of coal.

About 1.2 acres (0.00485623 km2) of farm land is needed per person.

http://www.permies.com/t/12422/community/Amount-land-person

So 2.55 km x 2.55 km would feed 1,339 people. That's if the whole map was farm land. So 1024 makes sense as an upper bound for units, including people, trucks, tanks, etc.

About 800 W per person (0.0008 MW) for civilian purposes means 437,500 people per coal power generation unit.

That's way more than 1,339 people per map. I wonder how much power industry needs then. It says here that a certain aluminium smelter consumes 950 MW.

http://en.wikipedia.org/wiki/Arnot_Power_Station

That's about three generation units alone. But the smelter has 1,024 employees alone.

http://en.wikipedia.org/wiki/Mozal

A 300 MW coal power plant needs about 54 people.

http://www.sourcewatch.org/index.php?title=Coal_and_jobs_in_the_United_States

One problem, if I use a realistic scale for resource usage and production. I can probably simulate a small town pretty reasonably, but what about the timescale of building construction and harvesting seasons? I can speed up construction to only take up to a minute, but what about all the construction material that must be transported and all the labour that must be done? Will the transport capacity of trucks unrealistically increase to accommodate transporting all those resources?

Maybe all the required construction material can be transported to a building project in a reasonable time, and all the cement forming done.

Day 2, August 6, 2013

Also, two problems. First, in previous attempts of Corporation-States, the wealth always accumulated in one business. Second, the player who created the first military units pretty much was the winner.

Day 3, August 7, 2013

If the people walk at a realistic rate, would that be playable? The time spent at work can't be realistic though, because then they'd be there the whole day. There needs to be an option to speed up the game some 86,400 times (to simulate 1 day per second).

0.75% of the population would be military. That's 10 out of 1,339 people.

I'm not even going to have that many units in a map. Recruits will probably be just temporary. The state players have to raise enough money to pay competitive rates to the recruits.

Simulating at a rate of 86,400 would solve the problem of harvesting seasons and everything else. To allow this, people will only travel along roads and will just go through each other (no collisions), along with trucks. Only military units will be able to go off-road. Let's say that military units will be stationed at military bases except in times of action when the simulation rate will be 1x. State players will also need time to attract recruits to enlist.

Workers/consumers/trucks might not even need to travel paths; we just save the path distance/time and carry out necessary actions after that delay.

Day 4, August 8, 2013

The average person uses 281.32 gallons of gasoline per year, or 0.7707 per day. That's a maximum of 1032 gallons per day per map.

This refinery produces 8,700 m3 per day (2,298,300 gallons), so I only need to make a building 0.0449% of its size.

http://en.wikipedia.org/wiki/Burnaby_Refinery

Its size is about 610 x 300 x 2 m2= 366,000 m2 so I will make mine 164.334 m2 or 12.8 x 12.8 m2 which is just 1x1 or 1x2 tiles.

It has 250 employees with over 3,000 retailers/wholesalers and specialized service contractors so 0.0449% of that is 1.459.

http://www.chevroncap.com/files/documents/BurnabyRefineryoverviewCAPNov242011.pdf

So much I could do with this, yet there's only 1x2 tiles for it (10 m x 20 m).

This small cement plant produces 300,000 tons of cement per year.

This one is 2.4 million tons.

One cubic meter of concrete weighs 2.4 tons so a 10x10x0.1 m3 road would be 24 tons. A cement truck can hold 8-9 cubic yards or 6.1-6.9 m3 (enough for 65% of a 1x1 tile road).

It seems it would take a long time to make a road at this rate in real life.

Day 5, August 9, 2013

Day 6, August 10, 2013

At a simulation rate of 86,400 (1 day per second) it would take 6 minutes to simulate a year.

Working on the apartment building:

[EDIT]

I also got a bunch of new games. They are giving me renewed energy to finish my game quickly.

I like just standing around in Skyrim, looking at the hi-res, normal-mapped things. I haven't gotten any new games in a long while.

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