I've got a basic form of an "economy" (I use the term lightly) functioning now, where they sell and buy things, and have a believed price etc. One thing I'm actually struggling on how to approach is the part where when they go bankrupt they may choose to try a different job. How did you approach this? Or are you handling it differently as in not letting them go bankrupt?
In the paper, they dropped the bankrupt agent and added in a new one of the most profitable type. That's what I'm doing currently but it doesn't make sense from a simulation perspective. In mine, the bankrupt ones get added to a list who will eventually show up in the game world as homeless people, rebels, bandits, etc (or they'll just emigrate to another city). I'm not sure about how new agents will show up. I've added some information about how much food is being collected per turn, so other agents could migrate to your city eventually or the city's population could grow on its own. But I won't have it happen instantly, because there needs to be a downside to having a bad economy.
Also, do cities trade with each other? Or do your people only trade within the cities between themselves?
I had to rewrite most of my economy a few weeks ago, but now they trade with others. There's a screenshot of it below. They still can't seem to sustain themselves for longer than 20 rounds of simulation, so I'll need to dig into that at some point and see what's up.
Considering Crusader Kings, I tried the demo. I found it a little uhmm, off? - it just felt like a copy of Europa Universalis (3 is the one I played.), with some of the features stripped out. Once I understood what everything seemed to be doing, I just felt like there was no real reason to do anything else? I liked the character system in it though, you get to feel more connected to them than in EU3.
It takes a while to get into. The key thing to understand is that you're playing as a character, rather than an entire nation. There's a great system that allows groups of people to plot for different things (for instance, kill a certain person) and a simple but effective laws system which leads you to some interesting choices (lower crown authority or face widespread rebellion). I hope to translate a little of that to this game.
P.s is there anything visual you haven't shown off yet? I'd totally like to see some more pictures
Not too much, but here are a few. Keep in mind these first two are extremely rough. They show the combat view that I currently have. This one shows my wonky combat system in a small scuffle. The gray and cyan in the background is the early work on a city street generator:
This one shows a heatmap of where the enemy (in red) wants to go. White means it has more desire (except in the top left corner outside the "building"). In this particular instance, it has several desires - the main 2 being "get to that room in the top left" and "run away from player". It looks across all these desires to figure out the best place to move. I was originally blocking the narrow path to the room, but the enemy wouldn't come near me. I moved towards it, and once I got into the open it darted past me to get into the passage. It will obviously need much much more work, but I hope to be able to create a fairly robust AI this way.
Also shown is the attack menu I currently have. It lets you choose how fast and how wide to swing your weapon, and lets you target a specific body part. Chances are this whole thing will get scrapped for something that makes a little more sense. That will be a long way off though.
Finally, here's a slight update to the world map. Some cultures now will build villages which are not full-fledged cities. Also, each "M" is a merchant caravan which is bringing goods from one city to another. There's way more caravans than are on screen, but most of them are in the cities trading. They'll load up on goods, travel to a target city, and stay there til they've sold everything, and then they return home for more.