This is such a fascinating challenge I want to tackle!
I'm creating Archapolis, a city builder game. Handling the micro economy is a far off goal. But one aspect of the game I want to implement on the macro scale is charging ~30% more for utilities and goods imported into the city.
So one of the goals of the player is help grow the businesses they want. This helps the budget in three ways:
- Collecting corporate tax
- Collecting sales tax
- Higher margins on goods
For anything that is imported, they city loses potential income by not being able to tax corporate and lower profit margins
Really nice, I'm less focused on the transport question directly, instead abstracting that to a distance measure for now.
I'm more interested in trying to get economic behaviours modelled in a nice way where the system responds to shocks and responding to the varying behaviour of it's agents.
I'm creating Archapolis, a city builder game. Handling the micro economy is a far off goal. But one aspect of the game I want to implement on the macro scale is charging ~30% more for utilities and goods imported into the city.
So one of the goals of the player is help grow the businesses they want. This helps the budget in three ways:
- Collecting corporate tax
- Collecting sales tax
- Higher margins on goods
For anything that is imported, they city loses potential income by not being able to tax corporate and lower profit margins
I'm currently working on path finding right now, and I've got a tech demo here: https://www.youtube.com/watch?v=7q0l87hwmkI