The economy is a rudimentary pipeline at the moment. There's no discrete stages for turning materials on Earth into more advanced capital like metal, glass, etc. To properly account for pollution and alter its course - we need to model these economic processes.
let { earth, cultivators, builders, serviceWorkers, refineries } = model -- our game state
let (updatedEarth, materials, harvestPollution) = Cultivators.harvest earth cultivators
let (refinedMaterials, refinementPollution) = Refineries.operate materials refineries
let (capital, productionPollution) = Builders.produce materials builders
let economy = Economy.allocate capital serviceWorkers
let population = cultivators ++ builders ++ refineries.workers ++ serviceWorkers
let efficiency = Economy.distribute population economy
let totalPollution = Pollution.sum [ harvestPollution, refinementPollution, productionPollution ]
-- calculate score from efficiency & totalPollution. Record historical data for everything in scope here
Context
The economy is a rudimentary pipeline at the moment. There's no discrete stages for turning materials on Earth into more advanced capital like metal, glass, etc. To properly account for pollution and alter its course - we need to model these economic processes.
Below is a rough engineering draft:
Terms
APIs
Psuedocode
Resources
Material Extraction visualization