![]() ![]() In fact it isn't really playable- no human is capable of running this abomination I've come up with. Now the game: the game is freaking cool, but it's not fun. Then in October I said to myself "Hmm, it might be fun to add a GUI." So here I am now. How much experience do you have with AI, college student? Well boy, you are going to learn. Now which time period do you want to set your game in? Good luck finding out enough information to model the entire supply chain. It turns out economies are complicated! How do you want to evaluate prices? Labor theory of value? A marginal utility model? Well guess what, neither of them work. Information moves through the system through conversations- people will tell each other about stores that they know about, so if you please your customers they will tell other people about you and your business will grow. ![]() Prices are set by each store based on their own supply and demand. In Jonestown, people can only shop at stores that they know about. Jonestown was my attempt to make a market simulator that didn't do that. All businesses sold to a common market, and I always liked economy simulators like Patrician III and The Guild II, but I never liked the way they modeled markets. I started this project last June while stuck in jury duty with no internet. ![]()
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