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v0.2 Progress update
My goal for the next release, v0.2, is to have a minimally viable game with a basic play loop. The scope is one auction house/district. Player controls the government agent that can participate in the auction every round to buy and sell items.
Here are some features I am implementing or plan on making:
For debugging and maybe even game play, it's helpful to see if a price has been steadily going up or has it been fluctuating wildly? I don't know if it is strictly necessary but I bought Chart and Graph package off of the Unity Asset store for this feature since I can't be bothered to fix my janky and outdated graphing implementation from 7 years ago. So far I have line chart and pie chart implemented. Looking for a reason to add bar charts too ^_^
Spending includes building infrastructures such as roads, plumbing, electrical lines, internet, research, medical care, shelters, food banks and other forms of welfare.
A central government function is taxes. Taxes are only needed to collect money the government previously spent. Without government spending, taxes don't make any sense. Government tax fiat money in order to give importance to that money, to enable spending in the first place. I want to enable a broad range of tax policies for the player to explore. This includes idle tax, weatlth tax, and bracketed income tax. I think I'll add sales tax and maybe property tax at some point. Property tax would need properties first, so sales tax is the most doable next thing.
Since this is one government in isolation with fiat money printing ability, the player is free to print as much money as they want. However, there should be some kind of consequence to printing unlimited money. Either through debt repayment sustainability (but that requires debt first) or through some kind of approval debuff mechanism. Haven't decided what this is yet.
One feature I was thinking of is to have the government be the first in line to buy or sell, since it's the government and so it probably has more weight? It could be just an option the player can toggle or not, or be part of the governing policy like equality vs supremacy or something.
When an agent (not government) goes bankrupt or starves (food=0 or less) they are currently automatically respawned with some initial cash and food. I plan to implement a cash transfer and food transfer (and maybe initial material transfer to jump start the inputs for their given profession) from the government to the agent.
Implemented the plumbing for this; external events can affect the productivity of the district. Events such as forest fires, famine, drought, mine collapse, inclement weather. These all exert a less than 1 multiplier to productivity of affected professions. Technological development, experience in profession, education can all enhance productivity with a greater than 1 multiplier. More than 1 multiplier may be layered on to any given agent's productivity