Resourciv: More Progress, More Problems
It's been really fun working on Resourciv! A lot has happened since my first post: wrapping maps with proper continents and climate simulation; combat between meeples; settlement borders that grow with population; animals which roam the frontier for meeples to hunt and collect food for their camps or cities; cultures with their own colors and tribe/city names; and a game observation mode for my convenience / enjoyment (pictured above). That being said, as I get ever-so-closer to completing the game's basic functionality, it gets difficult running up against the game's actual "design". This is especially true for each society's mode of production, the flow of labor and material wealth. Civilization doesn't represent a specific mode of production, but an abstract model of growth and productivity which vary quantitatively between different governments or policies. This is easy to implement, but not very interesting. It does not model the inter