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Dev Blog #6 Class System, Approval & Taxes

[h2]A City Is Not Just Buildings. It’s a Social Structure[/h2][p]Hello everyone![/p][p]Today we’re diving into one of the most important pillars of Age After Age - the Class System, and how it connects to Approval and Taxation.[/p][p]Our goal was simple in theory, but complex in execution: a city should not function as a flat population number. It should behave like a layered society. In Age After Age, citizens are not interchangeable. Each class plays a distinct economic, social, and political role. Remove one and the entire system begins to collapse.[/p][p][/p][h2]Three Classes. One Interdependent System.[/h2][p]We designed the society around three core classes, each with unique responsibilities, expectations, and economic impact.[/p][h3]Lower Class - The Backbone[/h3][p]The Lower Class handles all fundamental labor work.[/p][p]They:[/p]
  • [p]Produce raw materials[/p]
  • [p]Work in farms, woodcutting, mining, and early industry[/p]
  • [p]Form the foundation of the production chain[/p]
[p]They are:[/p]
  • [p]The cheapest in terms of salary and supply cost[/p]
  • [p]The most critical to city survival[/p]
[p]Without the Lower Class:[/p]
  • [p]Production stops[/p]
  • [p]Food runs out[/p]
  • [p]The city collapses[/p]
[p]They may not generate the most wealth individually, but they generate the resources that make wealth possible.

[/p][h3]Middle Class - The Engine of Stability[/h3][p]The Middle Class represents a more developed working layer.[/p][p]They:[/p]
  • [p]Operate city services[/p]
  • [p]Staff fire stations, tax offices, taverns, administration buildings[/p]
  • [p]Maintain order and public infrastructure[/p]
[p]They are:[/p]
  • [p]More expensive than the Lower Class[/p]
  • [p]More demanding in terms of housing and comfort[/p]
  • [p]The most reliable source of taxes[/p]
[p]If the Lower Class feeds the city, the Middle Class stabilizes and monetizes it.[/p][p]Without them:[/p]
  • [p]Services collapse[/p]
  • [p]Tax income becomes unstable[/p]
  • [p]Social balance begins to erode[/p]
[h3]

Upper Class - Wealth & Power[/h3][p]The Upper Class is the most demanding and the most profitable.[/p][p]They:[/p]
  • [p]Provide major financial contribution[/p]
  • [p]Enable endgame economic systems[/p]
  • [p]Are required for global trade infrastructure[/p]
[p]They staff buildings such as:[/p]
  • [p]Customs[/p]
  • [p]Banks[/p]
  • [p]High-level trade institutions[/p]
[p]They:[/p]
  • [p]Generate large amounts of money[/p]
  • [p]Consume large amounts of resources[/p]
  • [p]They do not produce basic goods.[/p]
  • [p]They convert societal stability into financial power.[/p]
[p]Without them:[/p]
  • [p]Late-game systems stagnate[/p]
  • [p]Global trade weakens[/p]
  • [p]Financial scaling becomes limited[/p]
[h2]

Interdependence[/h2][p]Each class depends on the others.[/p][p]Lower Class provides food and raw production[/p][p]Middle Class provides services and social infrastructure[/p][p]Upper Class provides capital and trade leverage[/p][p]Remove one and the system destabilizes. It is not a linear upgrade path, it is a social ecosystem.[/p][h2]Approval - More Than Happiness[/h2][p]Approval in Age After Age serves two critical functions:[/p]
  • [p]Indicator of citizen satisfaction[/p]
  • [p]Political resource used to enact laws[/p]
[p]Approval is generated from the average satisfaction level across the city.[/p][p]High Approval means:[/p]
  • [p]Citizens support your decisions[/p]
  • [p]You can introduce new laws[/p]
  • [p]Society evolves under your direction[/p]
[p]Low Approval means:[/p]
  • [p]Reform becomes difficult[/p]
  • [p]Political stagnation begins[/p]
  • [p]Instability increases[/p]
[p]You cannot simply raise taxes and ignore social balance. Political power comes from citizen support.
[/p][h2]Needs - Different Classes, Different Priorities[/h2][p]Each class values different things.[/p][h3]Lower Class[/h3]
  • [p]Work is critical[/p]
  • [p]Housing matters less[/p]
  • [p]Basic survival needs dominate[/p]
[p]If there are no jobs dissatisfaction rises fast.[/p][h3]Middle Class[/h3]
  • [p]Will not settle without proper housing[/p]
  • [p]Requires services[/p]
  • [p]Seeks stability and comfort[/p]
  • [p]They are sensitive to social structure[/p]
[h3]Upper Class[/h3]
  • [p]Always demands entertainment[/p]
  • [p]Luxury is essential[/p]
  • [p]Financial activity must justify their presence[/p]
[p]If there are no leisure options or high-tier services, they remain dissatisfied even if everything else functions.


[/p][h2]Social Balance as Gameplay[/h2][p]The system is intentionally interconnected. Lower Class produces food -> Middle Class provides services and leisure -> Upper Class provides capital.[/p][p]Needs cascade across classes:[/p][p]No Lower Class → no food[/p][p]No Middle Class → no services[/p][p]No Upper Class → no capital[/p][p]You are not just building infrastructure. You are maintaining social equilibrium.[/p][h2]Taxes - A Reflection of Stability[/h2][p]Taxes are not static numbers.[/p][p]They scale with:[/p]
  • [p]Class distribution[/p]
  • [p]Approval[/p]
  • [p]Economic health[/p]
[p]The Middle Class is the most stable tax source. The Upper Class generates high income but requires high maintenance. The Lower Class sustains volume but not revenue. Balancing taxation without destroying Approval becomes a strategic challenge.[/p][p]Push too hard society destabilizes.[/p][p]Be too generous development slows.

[/p][p][/p][p]As always, thank you for following development.[/p][p]More deep dives coming soon.[/p][p]Cya guys next time![/p][p][/p]
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Dev Blog #5 - Logistics System

[h2]Moving Resources, Not Just Numbers[/h2][p]Hello everyone![/p][p]Today, we want to take a closer look at one of the core simulation pillars in Age After Age, the Logistics System.[/p][p]City builders often hide resource movement behind abstract numbers.[/p][p]We took a different approach in our game, logistics is a controllable, visible system that allows players to shape how resources flow through their settlement.[/p][p]This system supports:[/p]
  • [p]Production chains[/p]
  • [p]Storage balancing[/p]
  • [p]Trade routing[/p]
  • [p]Service coverage[/p]
  • [p]Optimization gameplay[/p]
[p]It is designed to scale from early survival settlements to late-game economic networks.[/p][p][/p][h2]How Logistics Works[/h2][p]At its core, logistics is about linking buildings together so resources move where they are needed.[/p][p]Each production structure can create links to up to three receiving buildings — these are buildings that consume or redistribute its output.[/p][p]A receiving building may accept input from any number of suppliers, allowing large networks to form naturally.[/p][p]Some buildings act as both:[/p]
  • [p]Producers of resources[/p]
  • [p]Consumers of other resources[/p]
[p]This enables circular and layered production chains.[/p][p][/p][h2]Priority Routing[/h2][p]When players create links, they also define priority levels that control distribution.[/p][p]Each receiving building is assigned one of three priorities:[/p]
  • [p]High Priority - Receives all possible output first. Used for critical supply (food, heating, construction)[/p]
  • [p]Medium Priority - Receives resources only after high priority demand is satisfied. Used for processing chains.[/p]
  • [p]Low Priority - Receives surplus resources. Ideal for exports or optional production[/p]
[p]This ensures players can guide the economy without micromanaging every delivery.[/p][p][/p][h2]Production Loop Example[/h2][p]Let’s look at a practical scenario:[/p][p]1️⃣ Multiple woodcutters produce logs[/p][p]2️⃣ All woodcutters deliver to one storage building[/p][p]3️⃣ Storage distributes logs based on priority:[/p][p]High → Town Market[/p][p]Medium → Lumberyard[/p][p]Low → Export (Water Trade Post)[/p][p]4️⃣ Lumberyard processes logs into planks[/p][p]5️⃣ Planks return to storage with high priority[/p][p]6️⃣ Surplus planks are exported[/p][p]This creates a self-sustaining loop where:[/p]
  • [p]Citizens get supplied[/p]
  • [p]Industry stays productive[/p]
  • [p]Trade generates income[/p]
[p] [/p][p][/p][h2]Service Logistics[/h2][p]Logistics isn’t limited to materials. Some buildings provide services instead of goods.[/p][p]Example:[/p][p]Herbal Medical Posts automatically connect to residential buildings[/p]
  • [p]These links are generated by the system[/p]
  • [p]Workers travel based on need and availability[/p]
[p]This keeps citizens supported without requiring manual routing.[/p][p]
[/p][p][/p][h2]As A Result [/h2]
  • [p]The logistics system enables:[/p]
  • [p]Emergent economic behavior[/p]
  • [p]Player-driven optimization[/p]
  • [p]Scalable city growth[/p]
  • [p]Strategic resource planning and stocking[/p]
[p]We let players shape and refine the logistics, making efficiency itself part of gameplay mastery.[/p][p]This system will continue to expand as we introduce:[/p]
  • [p]Global trade routing[/p]
  • [p]Diplomacy networks[/p]
  • [p]Island supply chains[/p]
  • [p]Era-specific production behaviors[/p]
[p]More deep dives are coming soon and as always, thank you for following our development blogs![/p][p][/p][p]Cya guys next time![/p][p][/p]
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Dev Blog #4 - Farom Nature System

[p]Hello everyone! Today we will be sharing some information about the magic behind the videos we've been making. The FNS (Farom Nature System)[/p][p][/p]
Introducing Farom Nature System
[p][/p][p]For us at Farom Studio, weather is not just a “pretty picture.”[/p][p]It is a living system that defines the rhythm of the world: how long days last, how cold nights are, how snow accumulates and melts, and how all of this directly affects gameplay.[/p][p]We want players to feel the weather, not just observe it.[/p][p]Weather should change logically and smoothly, depend on seasons, temperature, humidity, and wind, and influence how your city lives and evolves.[/p][p]That’s why we created Farom Nature not a collection of visual effects, but a flexible simulation system that can be integrated into any project we build.[/p][p][/p][p][/p][p][/p][p]To make weather predictable yet dynamic, we designed it as a rule-based system:[/p]
  • [p]Climate defines the boundaries[/p]
  • [p]Simulation defines the current state[/p]
  • [p]Weather events create gameplay consequences[/p][p][/p]
Key System Features
[p][/p][h3]1. Time Simulation, Seasons, Day & Night Cycle[/h3][p]Time in our world is a living mechanism not just numbers on a clock.[/p][p]Throughout the year, daylight duration changes:[/p]
  • [p]Warm seasons bring longer days[/p]
  • [p]Cold seasons bring longer nights[/p]
[p]This directly affects both atmosphere and pacing. Winter feels heavier and slower, while summer feels lighter and faster.[/p][p][/p][h3]2. Weather Profiles[/h3][p]Each month has its own set of weather profiles. They can be selected randomly or triggered by specific events. Weather profiles include many parameters that affect both visuals and gameplay but the key ones are:[/p]
  • [p]Temperature[/p]
  • [p]Humidity[/p]
  • [p]Wind[/p]
[p]Profiles can also vary by region, meaning the same “winter” may feel very different depending on location.[/p][p][/p][h3]3. Temperature[/h3][p]Temperature follows the logic of real climate zones. Each month has a base temperature range with allowed fluctuations, ensuring that weather never feels random or breaks the season. Temperature changes smoothly, not instantly, it transitions gradually, creating a tangible feeling of warming or cooling.[/p][p]We also simulate day–night temperature differences:[/p]
  • [p]Nights are colder[/p]
  • [p]Days are warmer[/p]
[p][/p][h3]4. Humidity[/h3][p]Humidity is one of the main drivers of “wet” weather events. It creates conditions where precipitation can occur and ensures weather patterns make sense:[/p]
  • [p]Dry periods stay dry[/p]
  • [p]Humid periods naturally lead to rain or snow[/p]
[p]This prevents weather from feeling arbitrary and reinforces systemic logic.[/p][p][/p][p][/p][p][/p][h3]5. Wind[/h3][p]Wind acts as an additional simulation factor.[/p][p]It can:[/p]
  • [p]Influence temperature profiles[/p]
  • [p]Increase the chance of precipitation[/p]
  • [p]Push the system toward harsher scenarios (such as storms)[/p]
[p]Wind direction matters, different directions can dramatically change gameplay conditions. Strong winds act as a warning signal for the player:[/p][p]“Something serious is coming.”[/p][p][/p][h3]6. Precipitation (Rain & Snow)[/h3][p]Precipitation depends on environmental conditions. The system determines when precipitation starts, while temperature determines whether it is rain or snow.[/p][p]Both rain and snow have multiple intensity levels, from light to severe, and can significantly affect city life.[/p][p]Important:[/p]
  • [p]Snow does not disappear instantly.[/p]
  • [p]It accumulates in layers and only melts when temperature rises above zero.[/p]
  • [p]Players can see the consequences of bad weather long after it ends.[/p]
[p][/p][p][/p][p][/p]
Gameplay Impact
[p][/p][p]Most importantly, weather changes the rules of the game. [/p][p]Cold increases citizen needs (warm clothing, additional resources) [/p][p]Rain and snow reduce production efficiency and complicate logistics[/p][p]Extreme weather can temporarily disable or restrict activities[/p][p]As a result, weather becomes a strategic layer:[/p]
  • [p]Players plan stockpiles[/p]
  • [p]Choose the best development windows[/p]
  • [p]Prepare for difficult periods in advance[/p]
  • [p]Weather is not decoration, it is a core strategic system.[/p]
[p]This system is already actively used in Age After Age, and we will continue expanding it with more variability, deeper interactions, and broader gameplay consequences.[/p][p]More technical deep dives are coming, but for now, we wanted to show how Farom Nature turns weather into a living part of the game world.[/p][p][/p][p]That's what we got for today, hope you liked it, and as always will see you in 2 weeks. Cheers! [/p][p][/p]
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Dev Blog #3 - Grid: From a Napkin Sketch to a Scalable Visualization System

[p]Hello everyone!
In today’s dev blog, we want to share the story behind one of the core technical systems in Age After Age - our Grid Highlight System, which is responsible for visualizing complex calculations directly on the game grid.[/p][p]This system is used for many gameplay features, and it will continue to grow as the game evolves.[/p][p][/p][h2]It Started with a Simple Idea[/h2][p]One day (as it usually happens), our lead came to me and said something like:[/p]
[p]“We need a system that visualizes complex calculations on the grid.
This will be the foundation for future gameplay tasks.
It needs to show several zones and metrics at once, layered on top of each other - and the player must instantly understand the result.
Most important: fast, readable, no freezes.
Approach: dig, collect, build a solution.”[/p]
[p][/p][p]And then I was given a very simple concept - not about implementation, but about the idea:
there are several sources, each one has its area of influence, and all of this needs to be visualized clearly on the grid.[/p][p]At that point it looked like:
“Okay, we just highlight some tiles.”[/p][p]But very quickly it became clear:
we’re not drawing squares - we’re visualizing math, and math can be heavy.[/p][p][/p][h2]Digging: What Happens When the Grid Gets Big?[/h2][p]The first real question I asked myself was:
what happens when this is no longer 500 cells, but tens or hundreds of thousands?[/p][p]Because in the game, the player will not wait.
They move the cursor - they expect feedback instantly.[/p][p]So from the start, I introduced a hard rule:[/p]
[p]Heavy calculations should be moved off the game thread whenever possible.
The main thread should only assemble the final visual result and apply controlled updates.[/p]
[p]That decision shaped everything that came after.[/p][p][/p][h2]Iteration 1: Chunk Structure Was Born [/h2][p]I started with the foundation:
how do we store and update data without scanning the entire world every time?[/p][p]That’s where the chunk structure came in.
Essentially, it’s a container system that allows working locally - only updating and recalculating what is actually needed.[/p][p]At first it was created just for highlighting,
but very quickly it became obvious:
this is a universal structure that future gameplay systems can also build upon.[/p][p]What this gave us:[/p]
  • [p]Local processing (no full-map scans)[/p]
  • [p]A clear path to scalability[/p]
  • [p]A base for caching and controlled updates[/p]
[p] [/p][h2]Iteration 2: First “Wow Visualization” and First “Uh-Oh”[/h2][p]Next, I built what everyone wanted to see:
the first real highlight visualization in the actual game scene.[/p][p]And this is where the interesting part started - because something that works in a controlled test can start breaking down in real gameplay scenarios:[/p]
  • [p]Artifacts on zone borders[/p]
  • [p]Issues when moving the cursor quickly or switching modes[/p]
  • [p]Difficulty adding new highlight types without breaking existing ones[/p]
  • [p]And most importantly performance when many cells are active at once[/p]
[p]So yes, it looked cool…
but I knew: if we leave it like this, the first serious feature will completely destroy this system.[/p][p] [/p][h2]Iteration 3: Clean Up and Survive[/h2][p]The third iteration was about survival of the system:[/p]
  • [p]Fixes[/p]
  • [p]Stabilization[/p]
  • [p]Removing things that blocked further development[/p]
  • [p]Making sure typical cases no longer broke the system[/p]
[p]But that still wasn’t enough. Because the problem wasn’t a single bug. The problem was that the system needed real architecture, not just patches.[/p][p][/p][h2]Iteration 4: Turning Highlight into a Platform[/h2][p]In the fourth iteration, I stopped building “a highlight system” and started building a platform for highlights.[/p][p]Several key principles became the foundation:[/p]
  • [p]Separation of concerns
    Calculations, data preparation, and rendering must not be tangled together.[/p]
  • [p]Thread-aware design
    It must be clear what can run in background threads and what must stay on the game thread.[/p]
  • [p]Safe background processing
    Background tasks must not break frame stability or cause data races.[/p]
  • [p]Editor-friendly setup
    New modes and rules should be added without rewriting half the system.[/p]
[p]After this stage, I finally had the feeling:
"Now this can actually be extended.
Adding new rules, modes, and metrics is no longer scary."[/p][p][/p][h2]What Gave the Biggest Performance Boost[/h2][p]After the architectural changes, the system stopped causing frame drops when the player expects instant feedback.[/p][p]The biggest contributors were:[/p]
  • [p]Incremental updates (work is split into small steps instead of “everything in one frame”)[/p]
  • [p]Caching of already calculated metrics[/p]
  • [p]Parallel processing where it is safe[/p]
  • [p]Highlight update budget (how much can be updated per tick without stalling the frame)[/p]
  • [p]Culling (we only calculate and render what the player actually sees and needs right now)[/p]
[p]In the end, we achieved what the original task required:[/p][p]A system that is:[/p]
  • [p]Clear to read[/p]
  • [p]Fast to update[/p]
  • [p]Scalable[/p]
  • [p]Capable of processing extremely large data volumes
    (up to millions of cells in some internal scenarios)[/p]
  • [p]Without the player feeling any delays or stutters[/p]
[p]And this system will now serve as the foundation for many future gameplay mechanics in Age After Age.[/p][p][/p][p]As you can see we are experimenting with the dev blog, in this particular we provided a though process which was taken to create the grid highlight system.
Hope you like it, we will continue to experiment on dev blog content. And see you guys in two weeks! [/p][p][/p]
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Dev Blog #2 - Merry Christmas from Age After Age 🎄| Weather System Showcase

[p]Hello everyone![/p][p]Today’s dev blog is a little special - and a little festive 🎄
Instead of a long technical breakdown, we wanted to share a moment, showcase one of our core systems, and wish you all a Merry Christmas.[/p][p]Please check out the video of our Xmas congratulation![/p][previewyoutube][/previewyoutube][h2]A Living World, One Weather System[/h2][p]In the video accompanying this dev blog, you can see a short sequence celebrating Christmas inside the world of Age After Age.[/p][p]The same settlement is shown under different weather conditions:[/p]
  • [p]Calm, clear winter weather[/p]
  • [p]Gentle rain[/p]
  • [p]Heavy snowfall[/p]
  • [p]Thunderstorms[/p]
[p]I’s all driven by our dynamic weather system, which allows us to create any weather combination and make the environment react to it in real time.[/p][p][/p][h2]Weather That Affects the World[/h2][p]Weather in Age After Age is not just visual flavor.[/p][p]Our system is built to support:[/p]
  • [p]Dynamic transitions between weather states[/p]
  • [p]Day/night and seasonal lighting changes[/p]
  • [p]Atmospheric effects such as rain, snow, fog, wind, thunder, and blizzards[/p]
  • [p]Environment reactions - lighting, visibility, ambience, and mood shift with the weather[/p]
  • [p]Gameplay effect - crops fertility, citizen comfort, building efficiency and many more. [/p]
[p]This flexibility allows us to support everything from peaceful summer mornings to harsh winter storms -and everything in between.[/p][p][/p][h2]More Variability Is Coming[/h2][p]What you see in this video is only an early showcase.[/p][p]We will continue expanding the weather system by:[/p]
  • [p]Adding more weather variations and transitions[/p]
  • [p]Increasing environmental reactions and atmosphere depth[/p]
  • [p]Improving lighting, clouds, and particle behavior[/p]
  • [p]Integrating weather more deeply into gameplay systems[/p]
[p]Future dev blogs will explore this system in more technical detail, including how it interacts with cities, logistics, and player decisions.[/p][p][/p][h2]Holiday Break Announcement[/h2][p]As this dev blog goes live, we’re officially heading into our holiday break 🎄
Starting 24/12/2025, the team at Farom Studio will be taking some time to rest and recharge.[/p][p]That means:[/p]
  • [p]The next dev blog will be posted no earlier than 08/01/2026[/p]
  • [p]Development will resume immediately after the holidays[/p]
  • [p]We’ll return with more progress updates, visuals, and system deep dives.[/p]
[p][/p][h2]Thank You & Merry Christmas[/h2][p]We want to thank all of you for your support and interest in Age After Age.
It truly means a lot to us to see people following development and sharing this journey.[/p][p]🎄 Merry Christmas and Happy Holidays!
Stay warm, enjoy the season, and we’ll see you very soon in the next dev blog next year.[/p][p]- Farom Studio[/p][h3][/h3][p][/p]
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