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Porcopedia
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== Economy == * No direct control over population and economy: They breed, age, work and buy things according to the simulation. * Population divided in social classes with specific incomes, purchasing power and revenues. * Dynamic resources prices based on supply/demand, rarity and production costs. * Even player consumed resources are taken into account: materials for buildings have to be bough at their market prices, generating incomes to the producers and affecting the economy. * A simulator instead of a set of independent game rules: all variables and actions influence each other in sometimes unpredictable ways that makes things frustratingly challenging. * Producing too much of something can be as damaging as not enough making the logic of the game quite different from classic management games. (ex: instead of having positive effects, distributing a new resource can actually destabilize your economy if you're not careful.)
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