This week I’ve got a fairly short update, since I’ve been improving existing systems and afterwards designing the economic system.



Events now work for each geographical scope. This means that an event could fire for a province, or a continent, or even the world, and each country present in the area would get the event. In the picture below you can see an example event. A meteor passed the world, so each country can observe it, and will get the corresponding event simultaneously. (The event might seem familiar, but this one doesn’t give -1 stability).







Similarly, there are now events which just fire for a country or a faction, so they’re unrelated to geographical areas. I suspect the country-scope and holding-scope events will be the most common in the final game.



Afterwards I moved on to the first beginnings of the economic system. I spent a day or two detailing the mechanics, so I haven’t implemented much yet.



The game will feature goods, which come in three varieties:

-Agricultural produce, produced by the farmer population.

-Natural resources, gathered by the laborer populations.

-Manufactured goods, produced by craftsmen in manufacturies, which require inputs.



Clearly, I’ve been looking at existing games for inspiration. However, while conceptually it conveys Victoria, the underlying mechanics will differ substantially. I’ll go into those details once the mechanics are implemented.



Natural resources are goods like iron, copper, timber, salt, etc. Natural resources already get spread around the world. Each county (not country!) gets a selection of natural resources. This means that holdings in a county with a rare resource are in a unique position.



Countries can discover resources for their holdings with prospecting actions. Prospecting actions, when successful, reveal a certain quantity of the natural resource, which can then be gathered by laborers. Each holding begins the game with a prospecting action per holding. This means that not all resources in a county are also immediately found by each holding.



Afterwards I started implementing Arable Land per holding. This determines the amount of agricultural activity which can take place in the holding. More remote holdings have, as a rule, less available arable land available. Not every agricultural good has the same rate of arable land usage.



The economic system will still require a massive amount of work, but I’m really anticipating the final system. More to come in the coming weeks. Questions and comments can of course be left by clicking on the post date.