Great Wyrm
  • 🧚‍♀️Beginner's Rulebook
    • Welcome to Great Wyrm
    • Creating a Character
      • Character Creation Tips
    • How to play
      • Gameplay
      • The Reda Games
      • The Wyrm Chain
      • The Boss Battle
  • 📜Player's Handbook
    • What is Great Wyrm
      • Origins
      • Structure of play
      • The Goals of Great Wyrm
      • Why fully on-chain?
    • Types of games
      • The Reda Games
      • Troll Battle
        • Character Stats
        • Attributes
        • Items
        • Combat
    • Great Wyrm Glossary
  • đź”–the lore
    • Storylines
      • The Discovery
      • The Troll Problem
    • Settings
      • The Kingdom of Reda
      • Heelis
      • Kalash
    • Characters
      • Who’s Who in Heelis
        • The Royal Family of Reda
        • Courtiers
        • Seraphima’s Suitors
        • Other influential figures at court
        • Artisans
        • Scholars and innovators
        • Warriors
        • Clergy and religious figures
      • Who’s Who in Kalash
        • The Baron of Axa and his Family
          • The Axa Twins
          • Other Axas?
          • Teryn of Axa
        • The Government of Kalash
        • Leadership of Kalash
        • Residents of Kalash
        • Visitors to Kalash
        • The Axa estate
      • Unclaimed characters from “The Discovery”
  • ⚒️Game Economy
    • Great Wyrm: World mode mechanics
      • Economic Machine
      • War Machine
      • Decisions
      • World mode simulation
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  1. Game Economy
  2. Great Wyrm: World mode mechanics

World mode simulation

Multi-agent simulation. Each agent represents a nation.

World map is a graph which defines which nations neighbor each other.

Each agent is a convex combination over the following mentalities:

  1. Builder - builds technology to further each other priority in proportion to that priority

  2. Hoarder - hoards items in proportion to other priorities

  3. Trader - trades to achieve other priorities, margin parameter - specifies target proportion of unwanted items to hold in reserve (compared to global supply of those items)

Parameters:

  1. Aggression: Determines how much stronger the nation should be than its weakest neighbor before it considers attacking it.

  2. Efficiency: Percentage of max resources are harvested by harvesting population on every turn.

  3. Defensiveness: At what percentage of attack strength a neighbor should be before this nation starts hoarding exclusively.

PreviousDecisions

Last updated 2 years ago

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