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  3. Devlog #2 - Turns, money, time, workers

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]