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industrial-revolution's Introduction

this is abandoned because i realised react sucks for doing this kind of thing

i will come back to it when i get a real job

Industrial revoluton tiem ! ;^D

TODO

  • 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

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