A League is made up of Cities
City:
- population
- production function
- utility function
Production function: production(labor) #=> goods
L
labor units produce1
good unitN
good units requireL * N
labor units- labor cost varies between goods and cities
- labor cost is partly but not entirely determined by surrounding terrain
Utility function: utility(goods_consumed) # => utils
- total happiness of inhabitants; depends on goods consumed
- The additional utility from consuming one more unit of a good decreases as the amount of that good consumed increases (DMU = diminshing marginal utility) and increases as the amount of any other good increases (ICU = increasing complementary utility)
- identical across cities
- autarchy level: highest utility achieved without trade
Trade:
- transportation requires labor, provided by the exporting city
- transportation costs vary between cities (distance, water / land)
- transportation is instant (every turn represents 1 year)
- trade agreement? payment? matching coincidence of needs?
Gameplay:
- Production / Consumption / Trade
- Allocate labor towards production of specific goods
- Allocate production towards consumption or trade (export)
- No storage, so Consumption is: Production + Imports - Exports
Worldmap:
- (x,y) coordinates with (0,0) SW corner and (1,1) NE corner
- consider: (x,y) coordinates with (-1,-1) SW corner and (1,1) NE corner
- East coast and West coast (defined by x-axis)
- The outermost coastal areas are islands: East Isles and West Isles
- Inland from coastal areas are delta areas, not accessible by sea
- East coast cities have water routes between them
- West coast cities have water routes between them
- No East-West water route
- One river runs inland from high to low, providing an inland water route
- One possible river-coast city (delta or coastal)
- If river empties into delta, that city becomes available by sea (and river)
- If river empties into coastal, still available by sea (and river)
- Water routes require less transportation labor than land routes
- Altitude affects river and land routes (downhill is cheaper)