The province is the basic economic unit of a civilization in Clash. This prototype shows how a player will control the economy of a province on an individual basis. Other methods are available to control the aggregate economy of the entire civilization from a single screen. This particular example shows a province consisting of 4 map squares (about 15k square miles) with a population of 58k. As you might guess from the name "Romans" the economy is typical of that in classical antiquity. More than 80% of the population is involved in agriculture. The implementation notes given below are neither complete nor particularly lucid. I have just put them there for the use of people who might want to know more about the state of the project.
A more detailed description (probably more detailed than anyone wants!)
of how economic development works in Clash is
in the link.
ProvFrame - needs some work, it is very utilitarian and ugly.
Aside from ugliness it does most of the job it is finally intended to do.
The interface in general just needs work. ProvFrame as it stands
is mostly self-explanatory if you know what Allocs and Limits are.
This summary is taken from the header to Province.java:
// class Province is another pillar of the game. The entire
civ’s production takes place
// at the prov level. Provs contain the economic sectors upon
which rests so much of a
// civs power in the game. Growth in the various sectors is determined
by the limit
// and allocation values for that sector (at least in a control economy
like we have
// currently in the game, someday handle traditional and market aspects).
// Allocation and Limits for the economic Sector [Sector is a
class that handles one
// economic sector] are important to understand to get a good idea
of what happens in
// econ development.
// -> Allocation (Alloc) determines the fraction of production resources
(capital) that go into the
// sector. An alloc of 10 means 10%... Allocs are determined
with respect to the most
// constraining factor. If pop (population) to put to work is
the limiting factor then an alloc of
// 80% will get, say the farm sector, 80% of the new pop to put to
work. This is handled
// in Province.newTurn().
// -> Limit is a second way to characterize how much of a given sector
to build up.
// Normally Allocs handle this, but Limits allow the player to specify
a trip-point
// where the Allocs no longer apply. For instance if you only
want your farms to produce
// 120% of the subsistence food level (so that there's growth in good
times, and yet an
// average famine won't wipe you out because of the 20% surplus) you
would set the Farm
// Limit to 120. If the alloc calls for a build that will put
your farm sector above
// this line the resources are automatically shifted elsewhere.
Negative Limits (-200)
// mean the same as the pos ones, except they authorize auto-scrapping
of excess capacity
// Excess capacity is a problem when technology improvements from upgrading
facilities
// result in producing more of something (say, food) than needed.
Auto-scrapping gets the
// population back into circulation learning other trades.
//
Most of the terms in the textArea in ProvFrame are shown below using
the Farm sector as an example.
"Farm" Explanation
Capacity: 48 48,000
people are employed in the farm sector. When
upgrading, Capacity still shows TOTAL new + old Cap
Change: 0
New capacity built by next turn under current Alloc/Limits
Level: 1
Tech level in farm sector, 1 = agriculture with light plows and irrigation
Upgrade: 0
If upgrading tech this will show capacity of the higher-tech
parts of the sector. E.g. 10 might mean 10 cap at level 2.
Good: 30
Number of Good farm sites, each gives 50% bonus for self
Makes: 55
Amt of production of sector, in this case food. Here 48
pop make enough to feed 55 pop total at subsistence
Poor@: 104
There are 104 Good + Normal sites. If the farm sector gets
bigger than this the decent land will all be gone. This results in
poor
production levels (50% penalties over normal for just the Poor squares)
and
unhappiness (**not yet impl.) among those working that land. On the
useful side
these people will be willing to move to Good or Normal land elsewhere.
Production Mod. 0.97 Infrastructure
is inadequate so there is a 3% penalty to production
Garrison [Spear]: 3
3 Mil unit(s) present in and supported by the prov
Maint. Prod. Costs: 0
Prod. Cost to maintain existing cap. Bigger for higher tech
UnEmployed:
0 People you haven’t put to work
effectively, dangerous for morale**
Tax Rate
15 the Tax rate in %, levied on total
production
Home Civilization
Advances Chart (133K) Map AI
Screen Shot
Economy Screen
Economic
Development Gaming/AI
Links
Coming soon... Clash's RealPolitik AI (calculated using Genetic Algorithms
in a background thread)