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Old October 30th, 2003, 02:19 AM

Calanor Calanor is offline
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Default Re: Economic Simulation

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Originally posted by Saber Cherry:
[snip]
A "Provincial Orders" menu would be nice for this=) Things like "Develop mines", "Plant forests", "Build housing", "Cultivate fields"... all of which basically consume all the resources and half of the gold of a province, but make it better over time (proportionately to the provincial gold and resource output).
I agree to some extent, but there obviously should exist a maximum potential for a province. There's little use mining for iron in a province that simply does not hold any iron ore...
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Old October 30th, 2003, 02:27 AM
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Saber Cherry Saber Cherry is offline
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Default Re: Economic Simulation

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Originally posted by Calanor:
I agree to some extent, but there obviously should exist a maximum potential for a province. There's little use mining for iron in a province that simply does not hold any iron ore...
Oh, of course, I agree - I don't want to be able to make every province into a powerhouse. I just like to imagine lazy peasants being whipped to do my bidding. Really, it could decrease productivity, as long as someone's being punished - that's the important part!

As for your other claim... ya know... if you dig deep enough, you'll ALWAYS hit iron. Liquid iron, in fact

OK, enough silliness. Yeah, I assume any value gains would have a hard limit, and the value's magnitude (while being improved) would look like the graph of (1-(1/X)), starting at some random percentage of the maximum. For reference, you may want to graph that function on a calculator, or on Windows's Power Tools scientific calculator.

By "value", I mean resources, population, supply, and per-capita gold output, all of which would ideally start at a random percent of their provincial maximum, and asymptotically approach their max through development. Except population, which should have no hard max.

-Cherry

[ October 30, 2003, 00:33: Message edited by: Saber Cherry ]
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