- buttons
- css
- historical population and labour figures for the start of the game
- keep in mind balancing should follow approximately the real trajectories of great britain during the time period 1750-1910
- implement space
- implement cities
- logistical penalty between cities
- population density penalty inside cities
- population density alleviated by better logistical infrastructure inside the cities
- implement disease
- TEXTILES!!!
- largest industry throughout the industrial revolution
- figure out how to incentivize the player to produce cheap clothing
- squalor resource? function of pop density * disease * starvation * all kinds of bad stuff * access to clothing
- large malus for not producing enough clothing for one person per six months?
- implement starvation (food scarcity) effect on pop growth
- implement logistics
- transportation equipment
- managing horse populations should be a pain in the ass to encourage change to mechanized transport
- some kind of formula that causes people to starve more due to increased prices due to increased size + population density of cities
- increased shipping and navy production = less logistical malus from importing goods like coal etc.
- eventually building shipping for importing certain goods will eclipse local production by a wide margin
- implement thirst and hunger
- implement starvation (food scarcity) effect on pop growth
- implement beer
- implement water
- implement spirits
- meat
- every tick, some % of meat is lost to spoilage based on logistics and maybe refrigeration technology
- cured meat decays at 1/100th the rate of meat
- implement farming
- seasons and weather
- one shared "farm" area that represents all farming in the country?
- farming equipment
- mechanized equipment
- specialized to food groups? neglecting farming of a food group leads to malnutrition of the general population but some kinds of food are easier to make and transport than others
- logistical barriers from farm to city
- model accurately the transition from an agrarian to an industrial economy. most of the difficulty should be in squeezing 100 extra people into factories from the farms etc
- implement military
- indented?
- ships
- small arms
- uniforms
- subsidies
- implement technology
- first to expand upon
- technology is "discovered" and then spreads slowly between cities based on literacy, access to books and logistical capability i.e. trains etc
- implement doctrines
- doctrines will be ideas that gained popularity throughout the industrial revolution that led to profound societal effects
- implement labour
- labour will be the primary scarcity throughout the game
- as shipping increases and colonial holdings increase, shipping can be built and assigned to transporting migrants from other countries to remedy labour shortages
- encourage 90%-95% employment rate to react to overall population fluctuations
- implement "random" events
- events that are pseudo-random, such as the country going to war, trade wars with rival economies, absorbtion of nearby dominion etc
- historical considerations
- "second" and "first" industrial revolutions
- great britain setting, adjust population etc appropriately
industrial-revolution's Introduction
industrial-revolution's People
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