Beispiel #1
0
        static int Tax(Data.Demographics demographics)
        {
            var tax = Mathf.Min(demographics.population, demographics.taxation);

            demographics.population -= tax;
            return(tax);
        }
Beispiel #2
0
        static void SetNewPopulation(Data.Demographics demographics)
        {
            float overCapacityFactor = 70f;
            int   nativityCap        = 40;
            int   burdenRoll         = 20;

            //Add last round's additions to general population
            demographics.population += demographics.nativity;

            //Balance carrying capacity
            var carryingCapacity = demographics.carryingCapacity * (demographics.capitol ? capitolCarryingCapacityFactor : 1);
            var burden           = Mathf.RoundToInt(Mathf.Max((float)demographics.population / (float)carryingCapacity, 0.5f) * overCapacityFactor);

            //Deaths
            demographics.deathToll = 0;
            while (burden > 0)
            {
                demographics.deathToll += Dice.Roll(burdenRoll);
                burden -= burdenRoll;
            }

            if (demographics.warState == Data.Demographics.StateOfWar.AtWar)
            {
                demographics.deathToll += Dice.Roll(warCost);
            }
            else if (demographics.warState == Data.Demographics.StateOfWar.WarTorn)
            {
                demographics.deathToll += Dice.Roll(warTornCost);
            }

            if (demographics.civilianState == Data.Demographics.StateOfCivils.Revolution)
            {
                demographics.deathToll += Dice.Roll(revolutionCost);
            }

            demographics.population -= demographics.deathToll;

            //Calculate newborns
            if (demographics.population > 1)
            {
                demographics.nativity = Mathf.Max(Mathf.Min(demographics.population, demographics.carryingCapacity) / demographics.birthRate, nativityCap) + Dice.Roll(3);
            }
            else if (demographics.population == 1)
            {
                demographics.nativity = Dice.Roll(2);
            }
            else
            {
                demographics.nativity = 0;
            }
        }
Beispiel #3
0
        static void SetCivilianState(Data.Demographics demographics, int tax)
        {
            int   dieA               = 0;
            int   dieB               = 0;
            int   dieC               = 0;
            int   dieD               = 0;
            float happyTaxLevel      = 0.01f;
            float acceptableTaxLevel = 0.1f;
            int   successRoll        = 15;
            int   failRoll           = 6;
            int   critFailRoll       = 3;

            if (demographics.affiliationStatus == Data.Demographics.Affiliation.Neutral)
            {
                demographics.civilianState = Data.Demographics.StateOfCivils.AtPeace;
                return;
            }

            switch (demographics.warState)
            {
            case Data.Demographics.StateOfWar.AtWar:
                dieA = 6;
                break;

            case Data.Demographics.StateOfWar.WarTorn:
                dieA = 4;
                break;

            case Data.Demographics.StateOfWar.AtPeace:
                dieA = 6;
                dieB = 6;
                break;
            }

            switch (demographics.affiliationStatus)
            {
            case Data.Demographics.Affiliation.Claimed:
                dieD = 10;
                break;
            }

            var taxFraction = (float)tax / (float)demographics.population;

            if (taxFraction < happyTaxLevel)
            {
                dieC = 12;
            }
            else if (taxFraction < acceptableTaxLevel)
            {
                dieC = 6;
            }

            var roll = Dice.SumRoll(dieA, dieB, dieC, dieD);

            if (roll <= critFailRoll)
            {
                demographics.civilianState = Data.Demographics.StateOfCivils.Revolution;
            }
            else if (roll <= failRoll)
            {
                if (demographics.civilianState == Data.Demographics.StateOfCivils.AtPeace)
                {
                    demographics.civilianState = Data.Demographics.StateOfCivils.Discontent;
                }
                else
                {
                    demographics.civilianState = Data.Demographics.StateOfCivils.Revolution;
                }
            }
            else if (roll >= successRoll)
            {
                if (demographics.civilianState == Data.Demographics.StateOfCivils.Revolution)
                {
                    demographics.civilianState = Data.Demographics.StateOfCivils.Discontent;
                }
                else
                {
                    demographics.civilianState = Data.Demographics.StateOfCivils.AtPeace;
                }
            }
        }