Part
Empire economy
You might say: exploit, the economy, yields
The flows of food, production, money, research and culture that cities make each turn, and what the empire spends them on.
- What it does
- Turns land into capability. Most turn decisions are about where these flows go.
- Ask
- Where does each yield come from, and what is it competing to buy?
What to look for
- Per-turn totals with + numbers in the top bar
- A city screen with each tile's output
Parts
- Yields: The amount of each type of output that a tile or city makes each turn.
- City growth: A city stores its surplus food until it gains a citizen, and each citizen works one more tile.
- Tile improvements: Changes to tiles, such as farms, mines and roads, usually made by worker units.
- Production queue: The list of things a city is making (units, buildings, wonders or settlers), paid for with production.
- Strategic resources: Scarce resources on certain tiles that some units and buildings need, or that keep citizens content.
- Upkeep: A per-turn cost for keeping units, buildings or cities.
- Snowball: More output creates citizens, buildings, units and research, so an early lead can compound into more capability.
Sources
- 2K Games, Sid Meier's Civilization IV Manual, City Commerce
As your cities work the land around them, they earn food, production, and commerce.
- 2K Games, Sid Meier's Civilization IV Manual, City Commerce
Your civilization’s income is the sum of all commerce generated by your cities plus commerce generated through trade with other civilizations, minus your expenses
- 2K Games, Sid Meier's Civilization V Manual, City Screen
This panel shows how much food, production, gold, science and culture the city is producing.
- Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design, ch. 4, p. 60
In real life, an economy is a system in which resources are produced, consumed, and exchanged in quantifiable amounts.
- Michael Sellers, Advanced Game Design: A Systems Approach, ch. 5, p. 180
In many games, the systems controlling resource production, crafting, wealth production, and combat all have their own internal workings, and all interact with each other and the player to create the player’s experience.
Use it on your project
teardown-apply: hold "Empire economy" (economy) from the teardown at https://teardownatlas.com/4x-strategy/ against my project
Paste it into a coding agent that has the teardown skills.
An AI agent wrote this map with the teardown skill. It can contain errors: check the sources before you rely on a part. About and legal