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Also, the population dynamics change as individuals go up and down the social ladder. And it takes time for districts to be filled out. And then time for those buildings to be populated, and then for them to set up production.
Basically whenever a law that impacts income or happiness or pretty much anything is changed, then money will yo-yo as the economy balances out.
keep them alive as long as possible...
I hope im wrong, but in all honesty from what I have seen the economic simulation does not appear to be THAT deep. But I will see for sure when I get my hands on the game. But the videos strongly hint that it isn't sadly atleast not in the first two era's. Would love it if anyone ccould show me something about the devs explaining how deep the simulation actually goes..
A while back I got heavily into Screeps - an RTS MMO where you have to program everything in Javascript. You harvest resources, and then use them to spawn new bots and upgrade stuff. I had huge problems with my hive going into recession because your income and expenditure go out of sync, and a few random events like an invasion can knock the system harder and everything collapses. I programmed in a system where I had two major energy 'pipelines' - upgrade, and spawning - and the surplus energy went into storage as a slush fund for recession. Then, I worked on an early warning system for detecting recession, which reversed the pipelines so that my drones would draw from storage. It was an absolutely fascinating game. I set it to send me emails every time the hive went into recession so I could watch my bots switching priority.
Just a thought.
that's is information starved. :(
This is so true, I think he tries to hide the fustration because of being paid.
I hope they improve this on release date, this is not an Early Access game...