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gameplay (actions: how the actor interacts with the world (construction…
gameplay
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structure
market system
any actor can make a trade agreement with another actor, can choose an amount of resources for another. when both parties agree, the trade will be made at the specified interval until one party breaks off the deal or until the time limit runs out
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buildings
offices- these are essentially bases of operation for actors in territories. without them you can't do certain things like build resource stuff or project any territorial influence. popular support stuff like propaganda wil be less effective
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research facilities- produce technology, rate is dependent on the funding
groups
actors can form groups with other actors of their types. groups enable special actions that can be taken by their members
resources
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consumer goods
states will likely have strong demand for these, theyll be required for social services and stuff
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overarching goals
strategy
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cooperation with states is necessary since the capital owned by corporations will always be physically located somewhere in a state
states cooperate with corporations because they get revenue from them in the form of tax and because industrial sites provide for their "stability" measure
simulation
scarcity
natural resources will produce less and less over time, intensifying conflict over resources
freedom
every human controlled actor will be as unconstrained in their actions as possible. should have as many mechanics supporting cooperation as sabotage, make neither approach clearly superior
typical goals
states
a state's goal above all is to maintain control over the territory they govern. individual motivations of states may differ. pursuing an expansionist agenda is equally as possible as a more multilateral alliance-building type
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