Economics engine

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57 comments, last by polyfrag 10 years, 7 months ago

http://gamasutra.com/blogs/LarsDoucet/20130603/193491/BazaarBot_An_OpenSource_Economics_Engine.php

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Corporation-States is done. It will disappoint you.

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

Coming for iPhone and iPad on the 14th.
http://www.gamedev.net/blog/1512/entry-2256483-a-history-in-art/

I'm going to try to get States and Corporations published on Steam or Desura or something. I feel like I'm wasting my effort otherwise. I'm going to license my RTS economics engine to other people.

I'm not going to continue with the BSP/inside buildings/terrain mesh effort. I'll start working on States and Corporations now and making it non-grid based like SimCity 5. It will include multiplayer and ability to host your own persistent servers on linux.

I could take a year to release the first States and Corporations and then work on a sequel.

I hope you'll support my IndieGoGo effort. Let me know what you want to see in the game and in the engine for possible perks.

Ideas for multiple currencies: http://www.alanwood.net/unicode/currency_symbols.html

I started on a chart of the economy. You can see how massive it can get. https://dl.dropboxusercontent.com/u/109630018/economy.png

The ultimate strategy game! If I systematically balance it to the end and don't get lazy that is. You can see how I balance in my blog http://www.gamedev.net/blog/1512/entry-2256426-balancing-an-economy/ http://www.gamedev.net/blog/1512/entry-2256439-half-hour-game/ I had an idea for a balancing calculator but that could require an equation solving algorithm.

Thank you for your ongoing support.

Good luck , hope to comment when I have time

But actually what I wonder first is the name of the book :)

mostates by moson?e | Embrace your burden

Stoddart Colour-Visual Dictionary.

Also, Infrastructure by Brian Hayes is pretty good for a view on how industries work, in terms of buildings and inputs/outputs.


Like the new SimCity, an agent-based approach simulates units instead of using statistics/formulas.

As I understood the player will govern a very large ensemble of construction and prices of materials..
Unless in the case with very few constructions, what makes you think the final outcome will be different from a statistical one?

I dunno but I don't want to use statistics. Feels fake.

defining all the entities is the simple part - making them all interact correctly is the part of the simulation which will be 99% of the detail (real economies interact in complex/diverse/intricate ways with alot of mechanisms to make them stable (not just the primary production)

If you are going for realism you will have to do it with LOTS of entities for the large economy -- generalizations will only get you so far

Tuning it to be stable or retrofitting systems to self stabalize -- that will be alot of your work

Once you get into politics and 'effects of' then it increases a magintude in all the inner workings you will have to simulate

And for an evolving simulation there are all the different stages you have to go thru where stability is to be achieved but you only have a growing subset of the stabalizing mechanism available (and their effectiveness evolves too - many dont scale)

--------------------------------------------[size="1"]Ratings are Opinion, not Fact
Yes, it's definitely a complex undertaking.

What this originally was was an improvement to the mechanics of WarCraft 2/Age of Empires 3-era RTS. I think I should stick to that.

Hi to an old friend and congrats on your game release. Have you considered adding managers to your business model to handle some of the micro-management model of the corporations the player sets up? Give them orders and they carry it out for you...

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