18-NOV-2025

1050

EU V has been eating my whole life. Factorio too.

I’ve also been thinking about this and what I want to do. Ultimately, and I recognize this is a function of having been playing EU V pretty much nonstop since it came out, I think I want to push truncheon in the direction of having some pop-based simulatation component. It’s not exactly EU, but it’s definitely adjacent.

The idea would be to have a few classes of ’pop’s, which would be user definable with ‘promotion rules’ between them. So for my D&D campaign I might have two general classes of pops, “Mundane” and “Sorted”, with no promotion between them (generally), and within “Sorted” I might have a subclass for each level with promotion rules about how muse “Applied Vesper” the Sorted has acquired. As they acquire enough, they promote to the next level.

I can then make arbitrary rules for how those pops behave, move around the world, etc. Mundane pops would tend to congregate with other Mundanes, give them logic to form villages and stuff; and have the sorted run around. Maybe another class for Monsters, etc.

Then I give them a big hex grid to hang around in and let them do their thing; I can still use it to track a party in the same world, except now as they move, so does everything else.

The world would have a bunch of Goods as well, produced by the various pop classes by doing Jobs. Jobs produce goods or alter a Locality, of which a Region may have many. Regions are fields of Hexes associated with a certain Scale. Regions exist within a World, and are connected to other regions within a specific hex, and may be contained within other regions. The connections are arbitrary scale.

1105

Another way of approaching this that might be interesting. Hexes are nice for rendering, but representation as a fixed field is a little limiting. In particular, it would be nice to just think in terms of topology, and then maybe superimpose some hex system when it’s appropriate?

1231

I roughed out some ideas on paper, but rapidly realized I’ll also need some sense of a ‘timeline’ for each party, as different places within the worlds I manage may move at different rates.