Microeconomics in video games?

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9 comments, last by agemO 10 years, 3 months ago

I think that something can be done about the levels of details : a system of orders and plans : imagine you start with a factory or a farm, at first you have to make it works, to build a system to give food to the animal or ressources to the production chain, then when the level of detail decrease -that is to say when you are able to build many factories or farms- , you can reuse the plans you made for your first factories (or make new plans).

If you have a town to rule maybe a system of order can be used : if such event happens do this then that

That would give to the player the satisfaction to rule every details without being bored by repetitive tasks

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