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/biz/ - Business & Finance

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>> No.23598743 [View]
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23598743

>>23597817
Good questions. I'm thinking that a lot of it would be "gamified" like eu4 where perks and bonuses determine what a player is good with, and while it doesn't lock in their play style, it would make sense to focus on semiconductors if they had a bonus for it, because without the bonus they wouldn't be competitive. Acquiring a company could be like vassalizing it. Assimilating a company like a vassal in eu4 could lead to some inefficiencies but greater control, because if that company was benefiting from its own perks then it could have had a negative impact. This is how I imagine administration and the "4x" nature of the game would work.

As for the economic simulation I have been working with this concept of sinks and flows to keep it stable, because the economy has to not just have some crazy fluctuations game to game that wreck the balance. The way it would work is each province/nation would have a "tech" level baked into for individual products that increases over time (on its own and based on in game factors).

This "tech" level system is used represent independent manufacturers that aren't simulated like the player and other important companies, and also balance out the game.

This "tech" level provides a baseline for the quality and quantity of products available from a local market and serves as an ever-rising baseline to what the player and other companies are expected to produce, but also can be utilized to create supply chains without having to be vertically integrated.

You can play around with this local market, but it will be cheaper to be vertically integrated usually, or use other simulated companies products. The local markets quality of goods and volume available can also be affected by political decisions (that you can also lobby for or against) and other things, like just having big companies making computer chips in that region will boost the tech level for computer chips, creating a silicon valley affect in that area over time.

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