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

  1. Per-turn totals with + numbers in the top bar
  2. A city screen with each tile's output

Parts

Sources

  1. 2K Games, Sid Meier's Civilization IV Manual, City CommerceAs your cities work the land around them, they earn food, production, and commerce.
  2. 2K Games, Sid Meier's Civilization IV Manual, City CommerceYour civilization’s income is the sum of all commerce generated by your cities plus commerce generated through trade with other civilizations, minus your expenses
  3. 2K Games, Sid Meier's Civilization V Manual, City ScreenThis panel shows how much food, production, gold, science and culture the city is producing.
  4. Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design, ch. 4, p. 60In real life, an economy is a system in which resources are produced, consumed, and exchanged in quantifiable amounts.
  5. Michael Sellers, Advanced Game Design: A Systems Approach, ch. 5, p. 180In 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