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Old January 24th, 2008   #65 (permalink)
Simon Moon
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Default Re: GameStrafe Browsergame Nations Development

I was rather thinking as a representative scale...

This is only an example now, so don't take it for granted. You start with 100 citizens, thats 1 expert. That expert produces +2 food. The population only needs 1, and the second one goes into surplus, making the population grow faster +30% instead of +3% if there was just enough to come by for example).

There are 3 experts, food, industry and research.

Food is obviously as explained. Industry is used to build stuff. That is new buildings, military units, and the likes. Excess industry can be made into money.

Research is driving on the techs. Each tech has a requirement of research points. Some techs and buildings can increase that output.

So you need more people, put them into food production and you get more food, and in excess of food, more people. You want a new tech (which also might enable you to build more buildings and units) then you have to invest in research points. Want to build more buildings, than you will have to do industry. Of course in the normal course of play you would have to keep it all together. You have to buy military units for protection, but also, depending on your government, to keep your people happy. If you got too many units, in some places that again causes unhappy people.

Give me input on what you think. This veers off significanlty form cyber nations
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