Open unselchr opened 6 years ago
Government will be managed from some menu, which will display some of the following values, list attached in convenient flowchart.
A major theme we seem to like is the idea of balancing player authority with the fact that a nation effectively builds itself on its own. In the spirit of that, here's an idea for checking player intervention in an interesting way: the Consumer Market. This represents the general necessities of a population that go beyond food, water, and shelter, including everything from automobiles to cigarettes to coffee imports. Essentially it's stuff your population wants but does not necessarily need. This source will contribute to GDP, which I'll explain more about tonight, and will serve to increase the happiness of a nation, and/or to curb unrest. The amount of investment needed will, naturally, scale with population. This production dump will show up on the interface where players allocate their country's resources toward different ends such as military, industrial, scientific, or other myriad types of production. It will serve as a trade-off with other seemingly more useful production types. Necessarily, different circumstances can lower the amount of necessary investment, such as wartime. During war the amount of production going toward consumer goods can be throttled by the player to virtually zero to represent the economy shifting entirely toward the war effort. Then, that production can be used for literally anything else. This, in a way, encourages players to go to war on occasion to maximize their production output. This, of course, is probably outweighed by the many obvious negative side-affects, but details details.