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Devlog #3 - Buildings

Buildings in Agrocracy
[p][/p][p][/p][h3]
Placement[/h3][p][/p][p]Buildings are placed on your owned land within designated building zones. Each zone is one hectare (a 10x10 tile sector). You mark zones on fallow land. Once a zone is set, that hectare is reserved for construction, not crops. [/p][p][/p][h3]Building Types[/h3][p]
There are several building types available, each serving a distinct role on your farm. Keep in mind that the numbers may vary as the game is not yet fully balanced.
[/p][p]
[/p]
[p]Building[/p]
[p]Description[/p]
[p]Size[/p]
[p]Build / Demolish[/p]
[p]Upkeep / turn[/p]
[p]


[/p]
[p] [/p][p] Warehouse[/p][p]General-purpose storage. Holds 50 tonnes of any crop. Spoilage ~2%/turn. The workhorse of early-game logistics - cheap, reliable, accepts everything.
[/p]
[p]3 x 4[/p]
[p]3,000 / 200[/p]
[p]50 + 5 AP + 1 EC[/p]
[p]


[/p]
[p]
Silo
Specialized storage. Holds 100 tonnes but only one assigned crop type. Just 1% spoilage/turn, ideal for grains. Best cost-per-tonne in the game.
[/p]
[p]1 x 1[/p]
[p]2,000 / 150[/p]
[p]80 + 8 AP + 2 EC[/p]
[p]


[/p]
[p]
Cold Storage
Premium refrigerated storage. Only 30 tonnes, but essential for perishables. Highest upkeep, but for fruit and vegetable operations it's survival.
[/p]
[p]3 x 3[/p]
[p]8,000 / 300[/p]
[p]200 + 15 AP + 3 EC[/p]
[p]


[/p]
[p]
Barn [/p][p]A hybrid. 10 tonnes of general storage plus room for 2 machines. Cheap, compact, solid early-game pick.
[/p]
[p]2 x 2[/p]
[p]1,500 / 100[/p]
[p]30 + 3 AP + 1 EC[/p]
[p]

[/p]
[p]
Garage [/p][p]Pure machine housing. 3 machine slots, no storage. No capacity = no machines.
[/p]
[p]3 x 2[/p]
[p]2,200 / 120[/p]
[p]60 + 5 AP + 2 EC[/p]
[p]
WIP
[/p]
[p]
Shallow Well[/p][p]Taps into shallow groundwater. 100% success on shallow aquifers, 50% on medium, won't reach deep. [/p]
[p]1 x 1[/p]
[p]5,000 / 200[/p]
[p]—[/p]
[p]
WIP
[/p]
[p]
Deep Well[/p][p]Expensive but guaranteed water access regardless of geology.
[/p]
[p]1 x 1[/p]
[p]40,000 / 500[/p]
[p]—[/p]
[p]
WIP
[/p]
[p]
Office[/p][p]The hub for scaling your enterprise. Multiple upgrade levels, each increasing your Enterprise Capacity (EC) cap. This gates hiring, [/p]
[p]2 x 3[/p]
[p]5,000 / 200[/p]
[p]100 + 0 AP + 0 EC[/p]
[p] [/p][p] [/p][p]
[dynamiclink][/dynamiclink][/p]

Gameplay Trailer

[p]I'm happy to announce that the first gameplay trailer is now available![/p][p]Playtests will soon be open to a broader audience, and new devlogs are on the way.[/p][previewyoutube][/previewyoutube]

Devlog #2 - Turns, money, time, workers

[p][/p][p]Hi! My name is Filip. In this devlog, I want to explain some of the core gameplay concepts behind Agrocracy.[/p][p][/p][h2]Turn-Based Structure[/h2][p]Agrocracy is a turn-based game. Each turn represents two weeks of in-game time.[/p][p]This length fits nicely into the rhythm of agriculture: planning, maintenance, seasonal work, and longer-term decisions. It also keeps the game grounded in a believable pace.[/p][p]Making the game turn-based instead of real-time allows it to be played more calmly, while still rewarding good planning and efficient resource usage.[/p][p][/p][h2]Resources[/h2][p]All resources in the game are spendable and are used to pay upkeep from turn to turn. Most resources refresh every turn with one important exception:[/p][p][/p][h3]Money[/h3][p]Money is the most important resource. Almost everything can be bought with money, and it's also the only resource that can directly end your game.[/p][p]If your balance stays negative for several turns, you go bankrupt, and it’s game over.[/p][p][/p][h3]Time[/h3][p]Besides money, the game has three resources that represent time:[/p]
  • [p]Action Points (AP) - time spent on physical work[/p]
  • [p]Enterprise Capacity (EC) - time spent on office work[/p]
  • [p]Temporary Action Points - short-term manual labor[/p]
[p]Each point is roughly equivalent to 30 minutes of work.[/p][p][/p][p]Action Points (AP)[/p][p]AP mostly represents your ability to do things "in the field", manual work, operating equipment, hands-on tasks, etc.[/p][p][/p][p]Enterprise Capacity (EC)[/p][p]EC represents all the non-physical work required to run a business like paperwork, insurance, permits, construction planning, HR, logistics, and administration.[/p][p][/p][p][/p][p][/p][h3]Workers and HR[/h3][p]You can hire people into your enterprise, and workers are divided into three groups:[/p]
  • [p]Physical workers[/p]
  • [p]Office workers[/p]
  • [p]Temporary workers[/p]
[p]Temporary workers represent seasonal labor. They work differently than regular employees.[/p]
  • [p]Firing regular workers costs money,[/p]
  • [p]Temporary workers are automatically dismissed after a month, for free.[/p]
[p]Temporary AP can be spent on anything that is manual work, but temporary workers cannot do tasks like driving vehicles.[/p][p][/p][h3]Negative and Surplus Points[/h3][p]Having negative AP or EC can affect many areas of the game, creating penalties and bottlenecks. On the other hand, if you have a surplus of points, you can invest them into things like:[/p]
  • [p]repairs,[/p]
  • [p]learning new skills[/p]
  • [p]researching technologies.[/p]
[p][/p][p]That's it for today's devlog. Thanks for reading, and see you next time![/p]

Devlog #1 - Introducing Agrocracy: A Turn-Based Agricultural Management Game

[p][/p][p]Hi! My name is Filip and I'm the developer of Agrocracy.[/p][p]In this very first devlog, I'd like to introduce you to the game's core concept.[/p][p]Before we begin - thank you for reading! And if you haven't already, please consider wishlisting the game. It helps a lot at this stage of development.[/p][p][/p][hr][/hr][p][/p][h2]About the game[/h2][p]Agrocracy is a turn-based agricultural management game with an old-school isometric map.[/p][p]You play as the owner of an agricultural company, making decisions on a company-wide level: planning field operations, managing machinery and workers, handling storage, and trading produce.
This is a single-player, business-focused management simulation. There are no animals, no roleplaying, and no "cozy" farming. The game is built around planning, logistics, cashflow, and weather-driven risk.[/p][p]In terms of complexity, it lands between classic tycoon games and modern grand strategy. Deep enough to reward careful planning, but not overwhelming.[/p][p]There are no AI competitors - your only losing condition is bankruptcy.[/p][p]Visually, the isometric map is inspired by late 90s / early 2000s tycoon games. At the same time, the UI aims to feel closer to modern professional business software, be still readable and clean, but with a "gamey" vibe.[/p][p][/p][h3]What you actually do each turn[/h3][p]In practice, what you do each turn depends on the season:[/p][p]Pre-season[/p]
  • [p]choosing what to plant and where,[/p]
  • [p]hiring and long-term planning,[/p]
  • [p]research and investments,[/p]
  • [p]preparing for bad weather and risk mitigation.[/p]
[p]Mid-season[/p]
  • [p]harvesting,[/p]
  • [p]building new warehouses and infrastructure,[/p]
  • [p]managing machines and permanent workers,[/p]
  • [p]hiring temporary seasonal workers.[/p]
[p]Post-season[/p]
  • [p]storing and selling produce,[/p]
  • [p]investing and expanding,[/p]
  • [p]research and upgrades,[/p]
  • [p]maintenance and repairs,[/p]
  • [p]reorganizing the company.[/p]
[p][/p][hr][/hr][p][/p][h2]Motivation[/h2][p]A long time ago, when I was learning programming for the first time, one of my first serious projects was a simple fruit trading game.[/p][p]It was fun, but also very unbalanced. Limes were always the best option, and buying a lime field was basically a guaranteed win.[/p][p]Years later, I started thinking: how would I design that idea today, but properly?
That question eventually evolved into Agrocracy.[/p][p]While this game looks and plays very differently, it's a spiritual successor to that old prototype.[/p][p][/p][hr][/hr][p][/p][h2]What's next?[/h2][p]I'll be posting regular updates and more importantly, deeper explanations of the game's systems and design choices.[/p][p]Thanks again for reading, and if the concept sounds interesting, please wishlist the game. In the next devlog, I'll share more details about some of the mechanics.[/p][p]See you soon![/p]