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EU sim

6 devlogs
33h 7m 57s

A complete simulator of all aspects of ruling a country. Each decision changes stats about you country that influence everything that happens later. Want to make a pacifist welfare state? Wanna intervene in 'enemy states' and take all their oil? Y…

A complete simulator of all aspects of ruling a country. Each decision changes stats about you country that influence everything that happens later. Want to make a pacifist welfare state? Wanna intervene in ‘enemy states’ and take all their oil? You can!
It is card-based, with tens of stats that are influenced by your decisions, and influence further gameplay.

Magic

This was a big update. First of all i added a website version of the new thing. It has a date, 1 day is 4 seconds, and shows events about a day after your last decision. I also improved the code, by making a lot more things to not have to be inputted manually, like the names of the events in the flask app.py file. I also added a way so the next event can be from another chain, and a way so i can code easily which chain is accesible from the start, and which isn’t. I created the ‘close_elections’ chain of events, about fraud allegations in an election you won, and made a scetch of a chain about the pension system falling apart.

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Magic

ohh the fd will hate me for this much hours in one commit.

anyway, created a function where based on what policies you have (about 30 changeable policies for now, all of which are changed by what decisions you take). The stats (about 40) change based on the policies implemented, day by day in a incrimenting manner. So on the first day the policies change, a stat will change by 1 point, by the second day it will change 1.2, by the third 1.44, etc (it changed by *1.2 every day).
The stats that define your country, also decide what decisions you have available, ex with authoritarianism over 90, you may not have access to some of the democratic decisions. Thats why in some events you may only have 1 decisions to pick from, and in others 3, or more!

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Magic

Finalised chain of events functions. It not:

  1. opens and parses the events from each file
  2. inserts them into files (ready / not_ready), where the order of operations is correct, or by what was the next event set at, in the given chain of events
  3. opens the ready.txt file, and parses the data
  4. creates a loop that loops until all events that could be triggered in the gameplay, were
    the end

(and no annoying bugs anymore, so yay)

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Magic

Implemented chain of events logic, where with a couple of lines I can create a new event, which can be the continuation of a preceding event, that will not fire unless the previous event has fired, and certain circumstances are met.

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Magic

Finalised the policies that you will be directly changed by the result of your decisions, and created another class with all the stats about the country. It includes things like terrorism, polarisation, hdi, inflation, etc. These stats will impact what kindof events happen.

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Comments

Magic
Magic 2 months ago

updates are in origin/non-live branch!!!!
not in main (bc main is the branch that deploys)

Magic

Created the base game, with 4 simple metrics that don’t change anything about gameplay, but if any falls below 0, you lose. started creating the whole stat-system which is fairly complex therefore take a lot of time to even write down.

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