Devlog #2 - Turns, money, time, workers
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[/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][p][/p][h3]Workers and HR[/h3][p]You can hire people into your enterprise, and workers are divided into three groups:[/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]Physical workers[/p]
- [p]Office workers[/p]
- [p]Temporary workers[/p]
- [p]Firing regular workers costs money,[/p]
- [p]Temporary workers are automatically dismissed after a month, for free.[/p]
- [p]repairs,[/p]
- [p]learning new skills[/p]
- [p]researching technologies.[/p]