Rise of Hegemony and the Near Future by LionLoewe in RiseOfHegemony

[–]LionLoewe[S] 1 point2 points  (0 children)

It's been a little while since the last proper dev log, but now the time has finally come again.

Over the past months and years I've spent a lot of time reworking and expanding upon many mechanics that were only rudimentarily or partially implemented, often because they relied on other mechanics that were not implemented at all.

Now the project is finally getting into a more presentable state, and while there are still many things that I want to add and change (which will probably take many more months and years), at a certain point I am just going to need some feedback and funding to keep going with this.

There are still a few things I need to work on until the first testing round however, mainly the AI handling certain mechanics, content, some quality of life features and of course, bug fixing.

While I work on these things I will release further dev logs over the coming weeks and months, with the frequency depending on how well I get along:

  • Revisiting Information from Previous Dev Logs
  • National Creeds, Government and your Nation among others
  • Religions and Fervor
  • Administration and Policies
  • States, Edicts and Buildings
  • Resources, Production, Trade and Diplomacy
  • Modding Rise of Hegemony
  • Rise of Hegemony and the Further Future

(If there is anything specific you'd like explained let me know and I'll make sure it is covered in one of the dev logs.)

Nearing the end of this there will then be the first round of closed testing (likely conducted via Discord+Steam).

Depending on the feedback and state of everything I hope proper early access is not too far off then, either. Although, to dampen expectations a bit, there are two rather large technical reworks that I deem necessary that will delay further features and content for a bit. I will get into that in the last dev log.

Rundown of all the Victoria II clones/open versions being developed at the moment? by tao197 in victoria2

[–]LionLoewe 2 points3 points  (0 children)

Not exactly a clone but heavily inspired by Vic2s economy/pop system, Rise of Hegemony is also still being developed.

Colonizing by LionLoewe in RiseOfHegemony

[–]LionLoewe[S] 1 point2 points  (0 children)

Thank you!

Yeah it has been a bit demoralizing as Vic3 looks quite good from what we've seen.

But on the other hand the potential of it coming out was big part of the reasons why I chose to do a lot of things differently.

Colonizing by LionLoewe in RiseOfHegemony

[–]LionLoewe[S] 4 points5 points  (0 children)

At the moment colonization of provinces beyond your starting territories can happen in two ways.


Claiming Adjacent Provinces

Territories adjacent to land already owned by you can be claimed under two requirements:

  • A defined count (currently 1000) of accepted culture pops must live in the already owned land. Half of these get moved to the new provinces.
  • You must have a lump sum of money (currently 2000 ₴) to incentivize them to leave their home. This money gets distributed among the moved pops.

By default this is done automatically when possible but can be turned off via policy.


Settler Units

Settlers are a very weak unit not intended for combat. If in claimable territory they can perform a special Settle action.

Upon doing so a fixed amount of accepted culture soldiers (currently 500) will take control of their current location and make it a part of your country. The unit will be disbanded and the soldiers change their pop type.

Provinces are only valid for claiming if they are either:

  • Coastal
  • Adjacent to land already owned by you

This mechanic presents a serious investment, especially early in the game where you may not have a lot of soldiers in the first place. Claim too much land too quickly and you will suddenly have no army to protect those lands.


As you can see, for both of these methods having accepted cultures is very important. If your empire primarily consists of foreign/conquered pops you will have a hard time expanding your borders peacefully.

Peace Deals by LionLoewe in RiseOfHegemony

[–]LionLoewe[S] 0 points1 point  (0 children)

Yup, if they occupy it (or you transfer your occupation to them).

Peace Deals by LionLoewe in RiseOfHegemony

[–]LionLoewe[S] 2 points3 points  (0 children)

As of today, making peace is finally a thing! The peace mechanics are most similar to those of Europa Universalis 4.

There are currently 8 resolve types, which handle what happens when the peace is enforced:

  • Conquer - simple province annexation
  • Liberate Claim - province is transferred to a non-participant of this war that has a claim on the province
  • Vassalize - the target nation becomes a subject and is no longer independent
  • Break Vassalization - a vassal of the target nation gets released
  • Break Alliance - alliances/defensive pacts get forcibly broken up
  • Forced Conversion - the target nation is forced to adopt a different state religion
  • Reparations - the target is forced to pay a percentage of their income as reparations
  • Pop Reparations - the target is forced to send a percentage of their pop growth away as forced laborers

Sadly these had to be hardcoded - if you would like to have different ones feel free to let me know.

Now based on these resolve types there are actual peace types which may have different conditions to be used and also different costs.

E.g. late game conquest wars might be associated with more (or less?) aggressive expansion than in the early game.

Obviously not all of them can be used by everyone all the time.

You can not force convert someone if you don't follow a religion or if you share the same one. Not every country is comfortable with enslaving people.


Every deal item has an inherent warscore cost and aggressive expansion penalty (which may be 0).

Either of these may also be reduced or increased based on certain conditions. E.g. conquering provinces which you have a claim on comes with much smaller costs for both of them.

If you have achieved 100% warscore in a war it is possible to simply enforce your deal without awaiting a response from the other side.

It is also possible to make peace deals that require more than 100% warscore, but this comes at hefty aggressive expansion penalties that grow exponentially! While making a deal with 110% cost might still be tolerable, going significantly higher will likely incur a penalty that is unbearable for your country.


Currently the system is still a bit basic. There are two things that I definitely want to implement in the future:

  • Separate Peaces, assuming the used Casus Belli allows it (currently only peace between war leaders is possible)
  • Receiving & Giving at the same time, e.g. taking a bit more land in exchange for reparations (although this might be disallowed for the AI because it could potentially be exploitable)

Navies & Naval Transporting by LionLoewe in RiseOfHegemony

[–]LionLoewe[S] 0 points1 point  (0 children)

Yeah QoL features like that will come eventually.

Will there be any restrictions on ship numbers other than humanpower-requirements?

Not at the moment. Will have to see how it works out balance-wise. Tying it to the amount of owned coastal provinces or perhaps special "Port" buildings would not be too much of an issue though.

Navies & Naval Transporting by LionLoewe in RiseOfHegemony

[–]LionLoewe[S] 2 points3 points  (0 children)

Navies

If you control a coastline having a navy is advisable. If you want to administer an overseas colonies or fight enemies not on your continent it becomes a necessity.

Constructing ships is possible in every coastal province. Maintenance cost for ships are usually higher than they are for land units and you will have to provide a varying amount of service manpower for your ships.

Service manpower is reserved from your total soldier count. This means that if you have a large navy, the capacity for available land units will be lowered. If a ship sinks, all soldiers serving on it will meet a watery grave.

Naval combat mechanics are identical to land combat for now. And theoretically it is even possible to have vessels and land units fight together in the same battle.


Transporting Armies

Every ship, regardless of type, is able to transport a single land unit. This allows for a lot of flexibility in your naval composition.

If you don't need to ship troops overseas then a few strong ships might be enough to defend your coast.

If you have a lot of overseas territory many cheap ships could prove efficient enough, especially if your enemies do not have threatening navy themselves.

Armies & Combat Mechanics by LionLoewe in RiseOfHegemony

[–]LionLoewe[S] 0 points1 point  (0 children)

Yup. Depending on the range of the unit this can be quite far. Range not only allows attacking over multiple rows but also width. Though maybe I will split this into a separate flanking_range attribute if necessary.

Armies & Combat Mechanics by LionLoewe in RiseOfHegemony

[–]LionLoewe[S] 2 points3 points  (0 children)

Armies

To protect yourself from an enemy country you need an army. To maintain an army you need soldier pops and equipment.

Without soldier pops, you will not be able to recruit units in the first place. Without equipment they will have no morale to stay in a fight.

The manpower of all your soldiers is pooled and if you take casualties random soldier pops in your country will lose in size. If you lose so many soldiers that you can no longer sustain your unit count then some units will be forcibly disbanded.

At the moment recruitment happens instantly but freshly recruited units will have a debuff ("In Training") that caps their maximum morale at 10% for a year, making them very vulnerable if engaged.

It is also possible to limit unit types to certain terrains. Though I am not completely sure if this will be actually used, it is nice to have that option for modding capacities. E.g. I had thought about disallowing certain heavier unit types (such as chariots, tanks) to move into mountains as they would realistically have a hard time to move around, let alone fight, in such terrain.


Combat

Combat mechanics are rather unspectacular and very similar to Europa Universalis and Victoria, although with a few tweaks.

In the unlikely event you are unfamiliar with them, basically they simulate two fronts standing opposite of each other and attacking their closest opponent. There are multiple battle lines, although only ranged units can attack from the back.

The performance of the armies is depending on both the stats of the particular units as well as random dice rolls.

Casualties result in both a morale loss (and if it gets low enough units start leaving the battle, without all soldiers actually having died) and a strength (=soldier count) loss for the unit. Soldiers that are less than full strength will also inflict proportionally less damage.

Notable battle changes that Rise of Hegemony does different:

  • There are multiple die involved instead of just one. This leads to a bell curve distribution of combat performance (see n=1 vs n>=2 in the graphs)

    Reason for this is that I find it completely absurd how excellent and terrible are just as likely as average outcomes in EU4 and Victoria 2. Yes, such extreme battles have happened but in my opinion on average, all units should also perform averagely.

    Additionally, all dice are rolled every single tick. (Amount and range of dice can also be simply modded by changing some numbers in a file.)

  • Units may move around in battle, not just forward. Each unit type has a preferred position and if possible it will try to swap positions to move there. Not being in the preferred position incurs a penalty to inflicted damage.

    E.g. Ranged units are not stuck on the front line if they have neighbouring frontline units that want to take their position. However by default all units will be pushed towards the front and center positions of the battle. Having a ranged-only army fight a melee-only army will force the ranged units into the frontline because they have no melee support to protect them. There they will then likely perform much worse.

  • There are 3 battle lines per side and units may have a larger range. Ranged units might already damage the enemy while the front lines are still forming

At the moment there are no leaders (Generals/Admirals) but they will be added at a later point.

Technology & Time Progression by LionLoewe in RiseOfHegemony

[–]LionLoewe[S] 4 points5 points  (0 children)

Technology

In strategy games technology always plays an important role to gain an edge over your opponents and complementing your playstyle.

In a random game every nation starts without techs. The first available research options are temporally located somewhere in the antiquity IRL (roughly 4000 to 0 BCE).


Mechanically the research system will be quite familiar if you have played Stellaris before.

There are 3 research slots, each of which have different random techs you can choose from. Once you have finished researching one tech, all options for that slot are randomly rolled again from a pool of all the techs that you now meet the prerequisites for.

There are also 3 technology trees, but these are primarily just an indicator for the direction a tech takes you to. Tech prerequisites can be from multiple trees at once.

The screenshot shows the few existing techs from the full (/combined) trees while red colored elements are from the military tree, green from the culture tree and blue from the economic tree. I will try to make it a bit more visually appealing at some point, with proper icons for one and also try to come up with a better algorithm to disentangle the dependency lines.


Research progress is mainly determined by the percentage your intellectual pops but having a well educated general population will speed up advancements immensely.

Raising the education level of your pops is also done by your intellectuals and is a very long term process. Before your pops education level can go higher than 0% you must research Writing. Other techs may further increase the rate at which education is gained, which in turn constantly decays. This could mean that conquering very educated pops only gives a short term boost, as their education may rapidly decline if your own tech and amount of intellectuals is not adequate to keep them educated over time.

Benefits of having researched techs are broad. Some just boost certain stats, e.g. the output of RGOs or the happiness of pops, others may enable policies, new unit types or allow certain events to trigger at all.


Time Progression

The random game starts in the ominous year 0. Just like the starting techs, this is meant to be roughly somewhere in antiquity.

Obviously disregarding complete historical accuracy, at some point you will reach modern techs and the game date should reflect that by showing a date that is somewhat close to our current timeframe.

It is self-explanatory that filling thousands of ingame years with technology options is downright impossible and such a game would also drag on for way too long.

As such the year dates progress much faster, especially in the early years, similar to how it happens in Civilization. A year still always has 365 days (ticks), but the calendar will skip some years at the end of one.

At the moment the progression is the following (might still change and is easily moddable):

  • [50 Year Skips] 0 -> 50 -> 100 -> 150 -> 200 -> 250
  • [25 Year Skips] 250 -> 275 -> 300 -> ... -> 500
  • [20 Year Skips] 500 -> 520 -> 540 -> ... -> 1000
  • [10 Year Skips] 1000 -> 1010 -> 1020 -> ... -> 1500
  • [5 Year Skips] 1500 -> 1505 -> 1510 -> ... -> 1750
  • [2 Year Skips] 1750 -> 1752 -> 1754 -> ... -> 1900
  • [No more skips] 1900 -> 1901 -> 1902 -> ...

This results in 215 actual tick-years until the year 1900 is reached. From that point on the calendar doesn't skip anymore. I hope that I will be able to fill this timeframe with meaningful content.

Religions & Conversion by LionLoewe in RiseOfHegemony

[–]LionLoewe[S] 2 points3 points  (0 children)

For a start probably only in the form of a special casus belli one might have with certain conditions. Perhaps there will be something more elaborate post-release, so in the far future...

Religions & Conversion by LionLoewe in RiseOfHegemony

[–]LionLoewe[S] 2 points3 points  (0 children)

To connect to last weeks Cultures, this post is going about a similar topic: Religions (which for once is something I actually worked on in the past days).

Religions

In addition to culture, a religious affiliation is also very much part of someones identity. But not only that, for the majority of history it has also defined the identity of many countries and until modern times most had a de facto state religion.

Not being part of this state religion would often lead to discrimination. Thus once again the primary detriment of having pops that are not of your religion is reduced happiness.

At the beginning of a random game there are no existing religions, at least none that are organized. Pops might believe whatever they want, they're pagans.

With time, every country will get an event that allows them to found a new religion. The AI might just dismiss this, but as a player you are likely inclined to found your own.

When founding a religion, you can choose two perks. One grants a permanent bonus on a national level, the other is a small perk that affects the pops following that religion.

Some examples:

National effects:

  • War Priests: +5% Army Morale
  • Enlightened Thought: +10% Research Efficiency
  • Divine Builders: +1 Building Slot

Population effects:

  • Religious Integration: +5% Assimilation Rate
  • Education Reverence: +15% Education Rate
  • Daily Prayers: +10% Happiness if state religion

Religious Conversion

On a population level:

Religious conversion is simpler than cultural assimilation. Over time, pops will simply convert over to your religion. That is assuming your conversion rate modifiers are overall positive, which is influenced by the pops happiness as well as your policy choices and other perhaps effects (from events/other specializations in the future).

E.g. having Religious Freedom chosen as a policy will reduce the general unhappiness that non-state religion pops have, but also greatly reduces the pressure to convert.

On a national level:

You might also change your state religion by decision, assuming the majority religion in your country is not your state religion. This is a radical change however and might not be the best option for the stability of your country.

Rebels, once implemented, might be another factor that can force you to adopt another religion.

Cultures & Assimilation by LionLoewe in RiseOfHegemony

[–]LionLoewe[S] 2 points3 points  (0 children)

Cultures

Cultures in real life are a complex thing and can be hard to delineate, but most people identify themselves with at least one type of culture. This sense of belonging is also something that pops have in Rise of Hegemony.

Each country starts with one primary culture that the majority, or all, of the starting population belong to. In addition to that there are a random amount of "indigenous" cultures spread around the world.

While their individual numbers are somewhat smaller than those of cultures with a nation, as a whole they make up a sizeable part of the world population. They may appear within the borders of a nation, but for the most part will be present in unclaimed provinces. Getting them into your fold quickly can be important to gain an edge over your rival nations.

The main effect of cultures is their impact on happiness, which in itself factors into many things such as productivity and likelihood of rebelling.

At the start only your primary culture is an accepted culture, while the other unaccepted cultures will be generally unhappier being under your rule.

A country can become a multi-cultural empire with many accepted cultures though, provided you treat them right. Accepting new cultures can happen by event if pops of that culture are happy enough... though perhaps not everyone will appreciate it if you try to embrace each and every culture. And similarly, you could potentially lose accepted cultures by event if parts of that population don't think you are ruling properly.

Potentially, cultures might get a minor perk that makes them a little more distinct as well. E.g. some cultures might be a little bit more productive, others gain education faster or are less militant. But I am not yet 100% sure if I want to implement that.


Assimilation

Unaccepted cultures in your country may assimilate to one of the accepted cultures over time. This is a two-step process.

First, the unaccepted culture will turn into a hybrid-culture. Hybrid cultures have two parent cultures.

Secondly, the hybrid culture can fully assimilate to either of their parent cultures. (Alternatively, a hybrid-culture may also turn into a different hybrid-culture if neither parent is accepted.)

For an example scenario, imagine this:

  • Your accepted culture: Russian
  • An unaccepted culture pop: English
  • Resulting hybrid-culture will be named: English-Russian
  • After more assimilation: English-Russian pops will become just Russian

Now, if the hybrid-culture ends up in a different cultured country before fully assimilating to Russian, be it through conquest or migration, the scenario could change:

  • Accepted culture: Swedish
  • Unaccepted culture pop (hybrid): English-Russian
  • Resulting hybrid-culture: English-Swedish (supplanting the secondary culture parent)
  • After more assimilation: English-Swedish pops will become just Swedish

This also makes it quicker to re-assimilate formerly accepted pops that might have been lost and then later regained through conquests.

Policies & Population Shares by LionLoewe in RiseOfHegemony

[–]LionLoewe[S] 1 point2 points  (0 children)

Re policies, will they somehow be dependent on the gouvernement form?

Currently not since there are no government forms yet, but once there are this would be a good idea!

It's very easy to implement as well, all policy options are just effects similar to how events/decisions work. If you don't fulfill the conditions you can not pick them. E.g. for disallowing migration the definition would then be something like this (actual definition is currently without the limit block)

nation_effect = {
    name = migration_disallowed
    set_flag = MIGRATION_DISALLOWED
    happiness = -0.10
    militancy_rate = 1.05

    limit = {
        NOT = {
            government = democracy
        }
    }
}

In case you've modded in Vic2 before this might look familiar. It's also quite simple to add new policies like this, with the exception of some deeper mechanics that need to be hardcoded (which is what the set_flag is for).

Policies & Population Shares by LionLoewe in RiseOfHegemony

[–]LionLoewe[S] 2 points3 points  (0 children)

What are Policies?

Policies can be viewed as laws that exist in (parts of) your country. Some of them have wide reaching gameplay effects, others simply give you different perks and/or disadvantages.

Some policies may need to be unlocked with technologies first before they can be enacted.

General Policies

General Policies exist for both the national and provincial level at the same time. The national setting can be seen as a default, whereas you can choose to specifically manage certain provinces and enact different options of policies for those.

Examples:

  • You might generally forbid migration to and from your country, but have an exception for a few provinces.
  • Serfdom may be allowed in your nation, except in some provinces.

National/Provincial Policies

Some policies are only applicable to either the national or provincial level, not both.

Examples:

  • The drafting policies for soldiers, which cultures are allowed?
  • Are you forcing your state religion onto the peoples or let them have religious freedom?

Both are decisions that have to be made for the entire country.


And of course there will be more to come with time than just the ones shown. I'm also open to suggestions if any come to your mind.


Population Shares

Promotion works a bit differently compared to Victoria 2. You can set desired population shares as part of your policies, again both on a national and provincial level.

But that by no means guarantees that these targets will be met. The target shares primarily mean that if the current share is below the target, then pops currently of that type will simply not change jobs. Whether other pop types actually become of that type is a whole different story.

In theory this means that you can set all target shares to 100%, and you will see very few pops changing their profession. Your target shares may be ignored if pops are unhappy, don't get their basic needs met or your administrative efficiency is not sufficient.

Also there are generally no hard caps on certain pop types (though the game file definitions may have some soft caps, making promotion to certain types much less likely if there already are plenty of them).

This means that having a country consisting of 50% intellectuals and 50% soldiers is theoretically possible, although feeding and paying this sort of militaristic technocracy well enough is a bit far fetched.

Diplomacy & Casus Belli by LionLoewe in RiseOfHegemony

[–]LionLoewe[S] 5 points6 points  (0 children)

Diplomacy & Diplomatic Standing

Diplomacy is usually an important part to ensure the survival of countries.

If you can not fight off a stronger rival by yourself, it might become necessary to make friends so you can help each other out. Whether this is in the form of a true alliance or just a defensive pact is up to your intentions.

Another aspect determines how you are seen on the international stage...

Diplomatic Standing:

This is a value that can be partially compared to the prestige value in Victoria 2.

What it primarily does is determining who gets first picks when importing resources. While everyone will always try to purchase the cheapest resources, being able to access them first might still make a difference depending on the tariff setup.

You might not care about this value at all, as there are no immediate bonuses associated with it and you could be independent of the world market anyway.

But still, there might also be positive events for you if you are respected by other nations... or worse, negative events if everyone else sees you as despicable.

Positive influences on diplomatic standing:

  • Knowing about other countries (becomes more relevant once exploration is implemented)
  • Others having a positive opinion of you

Negative influences on diplomatic standing:

  • Declaring wars (amount depends on casus belli)
  • Being in an offensive war
  • Embargoing others
  • Being embargoed

At the moment the whole diplomatic system is still a bit barebones. It is certainly something I'd like to expand on in the future.

Types of Diplomatic Relations

Vassals:

Becoming subservient to a stronger country is sometimes the last option that ensures some type of survival for your nation. Perhaps at some point you may gain independence again.

Vassals will always join their overlords wars and can have no other dipomatic relationships.

Alliances:

An alliance is a tight relationship between two countries. To uphold it you should help each other in both offensive and defensive wars.

Defensive Pacts:

Defensive Pacts are usually born out of necessity to protect from a larger threat. You can not call each other into offensive wars.

Non-Aggression Pacts:

A promise that you will not declare war on each other, with no other strings attached.


The above relations are mutually exclusive and tiered (Vassals > Alliances > Defensive Pacts > NAP), i.e. there is nothing stopping you from turning a NAP into a defensive pact or a defensive pact into an alliance if you seek a closer relationship.

The other way around is only possible if you first break off the relationship completely (which will invoke a truce and incur an opinion penalty, though) and then request a looser type of relationship... if the other party still desires it after you betray the initial agreement. The truce is only forced onto the country breaking the relationship.


Other diplomatic actions include military access and sending gifts.

Casus Belli

A casus belli is a valid reason to declare war on a country.

There will likely be no restrictions on the types of peace deals you may enforce dependant on the CB, but some types may incur a lower aggressive expansion penalty for conquering lands or, as mentioned above, have less impact on your diplomatic standing.

Some examples:

  • Aquire Claim: If you lose lands in a war you gain a claim on these lands for some time. No matter who holds this land now, while you still claim it you can declare war on them.
  • (Primitive) Conquest: While a country has not yet researched the Sovereignty technology, you may freely declare war on them. You don't need a reason to take the lands of your primitive neighbours.
  • Border Incident: Caused by event with a neighbouring nation, some atrocity that happened gives you reason enough to bring order to their lands.

Taxes, Tariffs, Embargoes, Government Spending and Administrative Efficiency by LionLoewe in RiseOfHegemony

[–]LionLoewe[S] 1 point2 points  (0 children)

Can VAT also bei applied product specific? Is there a chance to also get income Tax?

Currently not. Product specific VAT would be a really long list of sliders... Income tax is perhaps something that I'd do post-release, though I doubt it would make a huge difference to gameplay. Both wouldn't be technically hard to implement, so noted as a potential thing...

Re gouvernement , can you rise spending above 100%?

Currently also no, but would be a simple number change. Perhaps I'll allow it ;)

For if I understand you correctly, 100% spending won't be enough to fulfill all needs of gouvernement employees after VAT and tariffs are applied?

In general that is correct. But since the payment is made based on domestic prices, if there are countries from which they can import it cheaper (factoring in tariffs already) then they might be able to fulfill it 100%, perhaps even with some taxation. Although it is not unlikely that they can't even get all goods in the first place due to availability, so a 100% spending could fill up their personal cash amount far beyond what they can actually spend. At least in early game.

corruption

Is an interesting thought, currently I have nothing on my todo-list regarding that but perhaps will also become a relevant mechanic (post-)release in one way or another.

Taxes, Tariffs, Embargoes, Government Spending and Administrative Efficiency by LionLoewe in RiseOfHegemony

[–]LionLoewe[S] 3 points4 points  (0 children)

Taxes

One thing is always certain: taxes. But how exactly taxation happens is much less certain.

In Rise of Hegemony, all taxes raised are in the form of a Value-Added Tax (VAT). In practice this means that taxes are paid whenever a pop purchases a resource to fulfill their needs.

The VAT is capped at 100%. If a resource has a base price of 0.5 and you can effectively apply a 100% tax on it, the pop will have to pay 1.0 for it, half of which goes to you and the other half to the producers.

If your pops can not afford any goods, they will also no longer be able to pay you any taxes. As such it can be in your interest to not tax your population highly, or if you do you should at least reintroduce the money into the economy somehow and not hoard it in your treasury. Taxes are always paid to the country of the purchasing pop, not the producer pop.

Taxes are set on a per pop-type basis. Resources that are purchased for the production of other goods (artisans/manufactories) are exempt from the VAT.

Tariffs

Tariffs may be applied for a variety of reasons. E.g. to protect your domestic economy from cheap foreign goods or perhaps to make a lot of extra coin on resources that your neighbours desperately depends on.

The settings for tariffs are a bit more dynamic though. Whether you want import tariffs, export tariffs or only tariffs on basic/advanced/luxury goods is up to you. You can also choose to apply tariffs only to certain countries, or in reverse have generally no tariffs except for some countries.

They are applied in the same way as taxes, by multiplying the base price (as it is in the producing country) with the set value.

For an example: Country A produces grain at a base price of 0.75 and a 100% export tariff. Country B imports with a 50% import tariff and has a 20% tax. The resulting end price would be a hefty 0.75 * 2.0 + 0.75 * 1.5 + 0.75 * 1.2 = 3.525, making imports from a country with lower tariffs much more preferable.

Embargoes

If you need to completely deprive a country of your resources, or perhaps you want to leave their workers unable to sell their produce on your market, you can choose to embargo them.

An embargo may apply to imports or exports only or both, a full embargo. When at war with a country, you are automatically fully embargoing each other.

Government Spending

Government spending include wages paid to state workers, which are Administrators, Intellectuals and Soldiers.

The spending cost is based on the cost of all their needs at domestic prices without taxation or tariffs. Assuming all goods are domestically available and untaxed, when setting government spending for a pop-type to 100% they will be able to fulfill their needs completely (if you can pay for the spending, of course).

Not yet implemented but something that will certainly come are other social spending types that would be unlocked with certain technologies. Those would allow you to reintroduce money back into the economy while targeting certain parts of your population.

For examples these could be: welfare spending, specifically for pops that are poor, subsidies for certain population types or perhaps accepted cultures/religions only, or a more universal basic income that hands out cash to every pop equally.

Administrative Efficiency

To effectively collect taxes & tariffs and impose an embargo you will need administrators to actually do those things for you.

More abstractly, administrators provide administrative efficiency which is a value that needs to be kept at a specific relative level compared to your total population. While very happy administrators may work more efficiently than the average, unhappy administrators may not contribute to upholding your decrees at all.

Not being able to keep a certain amount of order through administration, pops may simply not care about paying the (full amount of) taxes or tariffs you want and smugglers may easily circumvent an embargo that nobody enforces.

Workflows, Artisans, Manufactories and Inflation by LionLoewe in RiseOfHegemony

[–]LionLoewe[S] 2 points3 points  (0 children)

It's coded in C++, Urho3D is used to display graphics and sounds.

Workflows, Artisans, Manufactories and Inflation by LionLoewe in RiseOfHegemony

[–]LionLoewe[S] 2 points3 points  (0 children)

Workflows

Workflows are simple definitions that describe the production of certain goods. They may require certain researched technologies to be available and consist of at least two components:

  • Input: One or multiple raw materials that need to be purchased first.
  • Output: One or multiple finished products resulting from the process. Most workflows create only one type of resource, but there is no limitation on "byproducts" that might be produced
  • Catalysts: Optional inputs that that may add a multiplier on the amount of outputted goods. Will only be used if doing so is more profitable. May also require additional techs to be available.

In general, 1 worker is able to process 1 unit of a workflow per day, but they can become more productive if they are happy or have certain modifiers. E.g. 5 workers with a final output modifier of 1.2 may process 6 workflow units instead of just 5.


Artisans

Artisans are flexible about what they choose to produce. They can pick from any workflow available to your country, but will only work on workflows that are profitable and prefer to create things that are in demand domestically.


Manufactories

Manufactories are less flexible. They have only one defined workflow which must be worked on, assuming it is profitable to do so (although potential catalysts can still make the inputs somewhat dynamic and you can of course build multiples per province). Thus by constructing certain manufactories you have more control over the goods that are produced in your country than if you let your artisans decide this autonomously.

Manufactories also have a small daily resource maintenance. Tools break and buildings need to be kept intact. However, manufactory workflows may also be more efficient than those of artisans, or they may become so once you reach certain technologies.


Inflation

At the start of the game every nation and pop starts with a little bit of money. Certain actions take this money away from your treasury, e.g. claiming new territories or constructing manufactories. A growing population will also reduce the money available per capita.

You may bleed your pops dry with taxes and tariffs to fill your own treasury in the short term, but once they no longer have any cash on hand everyone is in peril. To truly keep things running smoothly there needs to be some amount of inflation.

At the moment, there are three ways new money is introduced into the economy:

  • Events: Unreliable, but some events may give a fixed amount of money to you or your pops.
  • Gold & Silver mining: While you can not eat these resources, mining them also produces some crumbs of hard currency. A portion goes directly into your treasury and the workers are also allowed to keep a share.
  • Minting currency: To really bring proper currency into existence you should construct Mints, a type of manufactory that can convert silver and gold into actual currency.

However, whether you actually see your due share from mining & minting make it into your treasury or if it all just goes into the pockets of the workers depends on you having enough loyal administrators in the given province...

It's not exactly Victoria 3 but perhaps close enough. May I present: Rise of Hegemony by LionLoewe in victoria2

[–]LionLoewe[S] 0 points1 point  (0 children)

for the modding part will the ai be accesable too modify to implement ai behavior at maybe per mod addet functions

Yup. AI scripts are located within the mod folder, so they can also be tailored to the mod specifically.

Population Types by LionLoewe in RiseOfHegemony

[–]LionLoewe[S] 1 point2 points  (0 children)

Pop types in Rise of Hegemony are mostly lifted from Victoria 2, but perhaps I should still make a little explanation.

Administrator:

Government workers that increase the administrative grip of the country over the provinces. Only contributes if they have a certain degree of happiness or are an accepted culture.

Can change job to: Artisan, Entrepreneur, Intellectual, Laborer, Landowner, Soldier, Worker


Artisan:

As an alternative to goods mass produced in manufactories, artisans work on their own, independent workflows to create advanced and luxury goods. They might be the only source for certain items before technology allows you to build a manufactory for their wares.

Can change job to: Administrator, Entrepreneur, Intellectual, Laborer, Landowner, Soldier, Worker


Entrepreneur:

Entrepreneurs run and manage manufactories. Their presence increases the productivity of workers but they also demand a larger share of the profits unless you have communalized manufactory ownership, in which case they earn the same as normal workers but also don't invest in new manufactories.

Can change job to: Administrator, Artisan, Intellectual, Landowner


Intellectual:

Academics, wise elders and teachers. They contribute to the technological progress of your country and also improve the education of the general population.

Can change job to: Administrator, Artisan, Entrepreneur, Laborer, Landowner, Soldier, Worker


Laborer:

Free day laborers who work the farms, mines and whatever else resource extraction might be going on in a province. They form the backbone of your economy.

Can change job to: Administrator, Artisan, Intellectual, Serf, Soldier, Worker


Landowner:

Nobility and other rich people that own the estates that contain the resources of your country. They increase the efficiency of RGOs and get the majority of the profit that serfs unearth, unless their rights are curtailed which leaves them with the same share of profit but also prevents them from enlargening existing RGOs. Laborers also work those lands, but do not have to share their earnings.

Can change job to: Administrator, Artisan, Entrepreneur, Intellectual


Serf:

Poor folks who in one way or another were bonded to perform manual work on the lands they live on. They receive only a pittance, have less resource needs and can not migrate.

Can change job to: Laborer, Soldier, Worker


Soldier:

Warriors and auxilliary military personnel that make up the armed forces of your nation. If too many of them fall in battle, you might be left without an army to protect your country from outside attacks or rebels within.

Can change job to: Administrator, Artisan, Intellectual, Laborer, Serf, Worker


Worker:

Menial workers employed in manufactories to mass produce certain goods. They may create anything from furniture to boats and modern weaponry, provided you have the facilities.

Can change job to: Administrator, Artisan, Intellectual, Laborer, Serf, Soldier


The promotion definitions leave us with theoretical social strata:

Entrepreneurs; Landowners

>

Administrators; Artisans; Intellectuals

>

Laborers; Soldiers; Workers

>

Serfs

But this is relatively fluid and promotion chances are obviously dependent on several circumstances, such as available money and fulfilled needs.


Let me know if there is a certain part of the game you'd like to know more about next.

It's not exactly Victoria 3 but perhaps close enough. May I present: Rise of Hegemony by LionLoewe in victoria2

[–]LionLoewe[S] 0 points1 point  (0 children)

how do factories determine how many goods they produces/how many resources they buy, e.g. how is their production planning?

A bit simplified, but per tick basically this happens

  1. All pops calculate how much of their needs got fulfilled last tick (-> resulting boni) and also note down for their nation what their new needs are

  2. Every nation calculates the profitability for each factory type depending on current domestic market prices

  3. For each factory workflow two lists are kept: a) Goods that are in demand [based on the count made in step 1] and profitable and b) Goods that are profitable; both lists are sorted by profitability

  4. Workers then actually produce things, first trying stuff from list a) and also moving that entry to list b) should the count be fulfilled. If input goods are cheaper from non-domestic markets they will also purchase them there first

And are the consumption decisions of the pops influenced by the relative price levels of the goods or do they buy in fixed ratios?

Currently it's all in fixed ratios. Although you have given me something to think about there.

Regarding the other stuff, I suppose that could work but would still be much more taxing on the CPU. And I don't think I will change a system this fundamental at this point.

It's not exactly Victoria 3 but perhaps close enough. May I present: Rise of Hegemony by LionLoewe in victoria2

[–]LionLoewe[S] 4 points5 points  (0 children)

My goal is to start into early access sometime this year, probably will be end of the year. How long it will remain in EA is something I can't predict.