I am lazy-man’s amateur when it comes to economics. But I am a huge fan of simulations, from the old Avalon Hill/SPI wargames all the way to Civilization IV and the way economics plays an impact on otherwise static engagements.
It’s one thing to line ’em up and shoot ’em down, but something else entirely to study the materiel, supplies, roads, munitions, and so forth that are engaged in bringing such battles to a fine point.
One of the most difficult areas to have to program for are in-game economics. Nevermind the difficulties of programming algorithms to predict the nature of the market in the real world, simplified versions for a game are almost absurd to attempt.
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