This, so much of this. How are you approaching it?
def take_turn(self):
#avg_food = self.city.unique_warehouse['food'].in_history
#ores = sum(self.city.warehouse_types['ores'].values())
target_city = self.check_for_war()
if target_city != None:
pass
That is the extent of my government AI so far. It literally does nothing. I obviously have not put much work into it. The reason being, I started to write a class for wars but then had no idea how to implement it.
Any exciting dev news to regale us with?
Not much. I'm having a really hard time thinking of how to implement wars. My first thought was to have them be a function of governments, but then you have things like succession crises or adventurers recruiting armies of mercenaries, so I guess it will have to be a function of historical figures. Still thinking though. In other news, I stripped down the government/civilization system so it's now much more flat. There are cities which are governed by governments, and one government will be able to, through force or diplomacy, cause another city to declare their allegiance to their city. Blocks of cities will be able to form into civilizations this way, although there will be nothing too concrete holding them together.
EDIT: Also, you're so good at keeping up with questions and responding to them which i think is quite awesome.
Thanks. I'm just surprised and humbled that so many people are interested in my amateur coding project. Having to formulate answers to questions has forced me to think a little more concretely about the way things will work, so it's helpful for me, too.
EDIT2: As an addendum to that, here's another question: on the previous screenshots we could see caravans on the overworld map. I remember you mentioning in an earlier post that one of the main things needed is to make the caravans work properly. Is that done now? How fleshed out will the caravan system be? Could we turn bandit and hit caravans passing between cities, or could we (as king) attempt to disrupt the enemy's supply lines by raiding caravans coming into their cities?
Well, they work properly in that they buy goods from one city and bring them to another city to sell. If you destroy the caravan, the goods won't get to the city, and the prices of those goods will probably go up (or another competing merchant will be very happy). That's all in the game right now. And once I figure out this army/war stuff, I'm planning on adding bandits along caravan routes, and adventurers or government detachments that try to wipe them out.