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41
I feel slighted that Aurora gets this update, but not Bay12! (/s)

Seriously though, this looks really good - that the AI is able to determine that it's better to service its claimed territory by ship rather than building roads is impressive.
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Here another devlog (original link : https://store.steampowered.com/news/app/1343010/view/3658658568022716181)

Administration, territories & sea projection

A nation will eventually expand to more regions. The first one holds its capital city, while other regions can provide a variety of natural resources and different biomes. Spreading out development also helps improve infrastructure efficiency, and subsistence is usually more efficient in unexploited lands.


Here we have 2 cities on 2 separated landmasses

The city has claimed the entire island but has also extended its influence off the coast to the northeast, reaching another island. Water tiles are much cheaper to claim and maintain, but they require sea-projection points. We can see how the relief hinders the administration's reach. The red areas have the lowest administration efficiency.



But this city has a strong naval tradition. Infrastructure on the coast and a special building in the capital (seaport) generate enough sea-projection points to claim the entire coastline of the continent.


This city has 3 sea-projection points and can control 3 sea tiles without penalty

Administration spread is much more efficient at sea than on undeveloped land (without infrastructure development), meaning that even the remote coastlines to the west are now properly administered.

Administration efficiency is very important as it represents the control a nation has over a region and its population. It affects corruption, taxes, and the Political Point (PP) balance. Usually, low administration is also a sign of poor supply routes, which affects industry efficiency and hinders internal migration.



Osley has claimed a large territory. Each territory costs a lump sum of PP (Political Points) and also requires administration maintenance. This tiny nation would never be able to administer such a large territory without having crippling corruption. Administration is produced from buildings in the capital city, and maintenance is reduced through infrastructure and policies.

The administration cost of a tile is mainly determined by the population and the administration "pathfinding" cost to the capital (where infrastructure, relief, and flora play a major role).



The migration attractiveness overlay tells us a lot. Osley relies mostly on subsistence, and its capital's region offers many more opportunities than these untamed territories. Bear in mind that a single tile is quite a large area by itself.

However, the uranium to the northwest, petrol to the north, iron to the west, and coal to the southwest offer good opportunities to establish robust industry.


Migration attractivness overlay
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Geoffroy's 4X project / Re: Antimatter - Devlog on Subsistence Economy
« Last post by Geoffroypi on June 11, 2023, 04:30:36 PM »
I can't wait for the open play tests.... because there will be open tests, right?
There is still a long road until open beta, but is is coming along.

Wow, Is it like a huge space 4X with super minimalist graphics?
I am not much into graphism myself unless it serves for clarity of the medium so yes. It is a RPG/4X hybrid.
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Quasar4x / Re: Bug Reports (Version 138 and up) q4x
« Last post by Gyrfalcon on May 29, 2023, 12:16:32 AM »
I had a ship that had exclusively size 1 magazines with 16 capacity and was armed either with anti-missiles or size 1 missiles with warhead strength 3. I would imagine such a magazine would have maximum explosion size of 48. The ship suffered magazine explosion strength 1200. I don't know how Aurora was calculating magazine damage, but even if something like that was possible there I would still be grateful if this could be corrected.

That explosion strength is equal to 25 magazines detonating. Does the design have 25 (or more) magazines? If more, it might be explainable that 25 failed their ejection check and the total damage was totaled.
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Quasar4x / Re: Bug Reports (Version 138 and up) q4x
« Last post by dustrial on May 28, 2023, 08:41:01 PM »
When putting an overhaul conditional order, the order would get duplicated each increment as long as it not on it's overhaul destination
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Geoffroy's 4X project / Re: Antimatter - Devlog on Subsistence Economy
« Last post by Aloriel on May 20, 2023, 02:58:35 PM »
Still looking *amazing*. Can't wait for more info :)
47
Geoffroy's 4X project / Re: Antimatter - Devlog on Subsistence Economy
« Last post by Kaiser on May 19, 2023, 07:06:20 AM »
Wow, Is it like a huge space 4X with super minimalist graphics?
48
Geoffroy's 4X project / Re: Antimatter - Devlog on Subsistence Economy
« Last post by Kiero on May 19, 2023, 02:21:14 AM »
I can't wait for the open play tests.... because there will be open tests, right?
49
Geoffroy's 4X project / Re: Antimatter - Devlog on Subsistence Economy
« Last post by Arwyn on May 18, 2023, 08:03:26 PM »
Watching this with interest.
50
Geoffroy's 4X project / Antimatter - Devlog on Subsistence Economy
« Last post by Geoffroypi on May 18, 2023, 12:08:36 PM »
The devlog on steam : https://store.steampowered.com/news/app/1343010/view/3714951661245061716?

----This is the first part of a series of Devlogs on cities, regions, and industries. There is too much to write about, hence the division. ---

Here is an overview of the planet. We start at a date just after the universe's generation.



The entire planet surface of the planet (pre-explored for your convenience)



The northern region where the city of Drumin stands, with its claimed territory.



The city of Drumin has no industry to speak of, probably a city of despisable tree-hugging beatniks living in self-sufficiency.

Can we bring them to the heavenly light of heavy industry and consumerism? Let's see...



Its capital region, Savas has 12 000 inhabitants, and the entirety of its economy relies on subsistance.

Savas in the game represents an entire region, or hexagonal tile, on the planisphere.



Here we have all our existing industries and developments. Some are created naturally like "Wilderness" and others are human-built or indirectly created (ruins).

The subsistence "industry" is simulated like any other "industry" present on the tile. For example "Wilderness industry" is a simple one that evolves according to climates, biodiversity dynamics (flora), and the influence of other "industries".



The subsistence "industry" is created by default on a pre-industrialized generated city. If a population remains unemployed, it will slowly build subsistence slots for free, and draft jobs to the "industry".

 It aims to provide a minimal standard of living, with vital and basic needs such as housing, food, water, furniture, clothing, but also building materials. The profit is distributed entirely to the workers, and often the worker will buy back the entire production. The subsistence profit per worker also serves as an implicit minimum wage, no one will work for an employer if living on subsistence brings more revenue (ahem...).

While subsistence is created naturally, the "industry" relies on a lot of factors, not all subsistence slots are equal across the different regions. Subsistence in a lush forest, with a coastline and natural resources, will fare much better than in a heavily urbanized/barren region where the only game to hunt is sewer rats. A subsistence economy can even create excedent production for export or domestic uses.

As such, fishing, hunting, gathering, farming, water extraction (from aquifer or coastline),  production of furniture and even scavenging from ruins are simulated.



Even though subsistence is capable of operation without any input, this "industry" has some optional inputs that will increase productivity, if available in good supply.

Therefore, the best approach to careful and self-sufficient industrialization is to first expand the tool industry and supply energy.



About a quarter of the population is capable of working, this value can change according to policies.


The working population is generating a taxable :'-( income. It serves to pay for vital needs (in priority), basic needs, and luxury needs.

We see that no saving is being made across the population, but they sustain themselves pretty well.



A good chunk of the income (16$/year) is spent on food. Nothing on luxury goods.



The value of money : note that money doesn't have a fixed value in terms of actual wealth, the simulation drives the inflation/deflation accordingly and most products don't even have any base value.

[h1]Path to industrialization ?[/h1]
Drumin has a healthy subsistence economy, and 2 rich coal deposits to the northeast and east, but no significant iron deposits.  Coal can be used to fuel a power plant, and to produce iron bars (with iron ore).

The best way to produce tools is with wood and iron bars, but they can also be produced from wood and stones, so even if the importation of iron ore is impossible, industrialization is still viable.

--- The next devlog of the series will follow shortly ---
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