June 24, 2021
So, it's been a while since the last update, and while I'd like to give a good excuse, there really isn't one. Nonetheless, Rising Honor is coming along nicely! I'd realized not too long into development that current format of the CYS editor is a little restricting regarding the mechanics I have planned, so some of the development time has been put into a new text-adventure editor I've been working on. As it is now, it looks a little barebones, but behind the scenes, there are some things I must say that I'm quite proud of!
Here you can see an of the new engine (and of course, I'll spruce up the look once I get further into development):
Once I complete the engine, I can implement into the CYS storyviewer directly!
Anyways, that isn't all I'd done, either! While previous posts had been showing off the randomly generated worlds (and I admit, I've been sort of scratching my head at a few problems), this past month, I'd decided to step back from the world generation for now and to focus on something more detailed, and so I present to you...
DYNAMIC POPULATION AND ECONOMY
I'm a big fan of Victoria 2, and something I've always loved in that game is the dynamic population system, which drives all of the game's major systems including the economy. I find that it mirrors real life economics much better than most games out there, and for the longest time, I'd been trying to wrap my head around how it worked—efficiently, at that, to the point that it represented millions of people, each with their own culture and religion and it wasn't at all impeding to the game at all.
Well, I think I'm happy to announce that, while I'm nowhere near the skill level of a proper game development studio, I think I've been able to implement a system which will be able to represent the population in Rising Honor in the way that I want.
Down below is a screenshot of a settlement overview screen (AND AGAIN, I want to express, this is all ugly on purpose! It's "programmer art," if you will).
This is a lot. Let's break this down, shall we?
- The first line says "This is the main overview of your settlement!"
- Essentially, in RH, the lowest title a character will be able to hold is a settlement, while the highest will be an empire. Titles are essentially a claim of rulership, so if one's main title is of a kingdom, for example, they will be a king.
- The world of RH runs is organized like a pyramid-shaped machine. A settlement is made of many people, a county is made of many settlements, a duchy is made of many counties and so on (if you're familiar with CK, you'll know what I'm talking about).
- People -> Settlement -> County -> Duchy -> Kingdom -> Empire
- The next few lines display the current population of what type of people you have living in your settlement.
- Each job produces varying quantities of different resources. At the end of each month, they will produce a varying quantity of their respective resources and sell it to the market at the current market price. After, they will need to purchase the resources they require, first to survive (such as food), then they will purchase other luxury needs and even the required needs for their job (i.e. blacksmiths need iron).
- The population and economy is entirely dynamic. If there are too many farmers, there will be too much food being produced, which means that the price of grain will plummet and farmers will be paid nearly nothing for what they are producing. The people will see this, and many farmers will leave their jobs for other higher-paying jobs, which will again shift the dynamic of the economy. Beware, if too many people switch jobs, you may go from a food surplus to a food shortage, meaning that food will be super expensive... and people without food die!
- The next section is the market view. Here is where you can see the current price of a resource and it's supply and demand last month.
- Resources which are in demand will rise in price and resources which are in surplus will fall in price, simulating a "realistic" economy.
And here is a more detailed view of the population. I just want to add here, in RH, there will be hundreds of different cultures and religions in your own randomly generated world. As you can see, this particular population screen represents the division of these people between cultures: "Araenian" and "Oracien." We'll touch more on this later. Instead, I'd like to focus on the two buttons "Raise Levies" and "Disband Levies."
- Raise Levies
- For as long as humans have existed on earth, civilizations have been plagued with the incurable curse of war. So why should RH be any different (that is of course, if your character isn't already ruling everything)? This button will allow you to enlist a certain percentage of your entire population to raise under your banners and fight for your cause. Remember, however, your people are the fuel to your civilization. If too many of them perish, you may find yourself struggling.
- Disband Levies
- This simply disbands your surviving levied civilians and sends them back home to their old job.
Now, before we were talking about how people were divided into different cultures. Ah... cultures, it's so beautiful to have a world full of so many different, unique, and equally beautiful beliefs and values. It's what gives us identity.
But dang, sometimes, don't you just want to oppress a specific people group with a specific culture because... well... you want your own culture to be the top of society? Well, in RH, now you can! Just tax those dang Oraciens to the moon, and you'll see them all struggle to survive and hey, you'll make a boatload of money off of it, too!
Yeah... so if you want to play as a crazy oppressor, go for it. Live out the dreams you want in a safe space, where you don't have to worry about a watchlist. Also, I want to add in some other things too, so don't think this is all the discrimination RH will be having!
That aside, this taxation screen will allow to better finetune your economy for your future endeavors. Are you planning on going to war soon and you're worried you don't have enough weapons for your armies? Bump down those taxes on your blacksmiths, and you'll have people flocking over to forge tools in no time!
Anyways, that was all I have, and I hope you all are enjoying. If you have any ideas, questions, or comments, feel free to let me know below. This is definitely going to be a slow burner project, so all the feedback is appreciated!