It appears to me that much of design of the Clausewitz engine uses linear functions to describe changes with respect to game objects. Clausewitz uses modifiers to slope or y-intercept to generate variation and complexity. I suggest that logistic functions offer more realistic outcomes.
For instance there are airfields. Cutting down trees to produce a dirt airstrip (level 1) is much easier in terms of time and cost than producing a major metropolitan airport (level 10). There is also infrastructure - farm land with dirt roads and smuggler paths to an industrialized city with a multilane autobahn. These changes are not proportional. Cost, time, and capability are not well defined by straight line paths.
It terms of multivariate problems a much more realistic output is also possible. As an example, the effect of both terrain and infrastructure on supply transport could be modeled much more realistically. As infrastructure reaches higher levels, the effect of a province's terrain becomes less meaningful.
Some might suggest that the additional processing would make this technique prohibitive. I suggest this isn't the case, because in most instances, these interactions can be pre-computed and saved in the same way pathfinding is pre-computed.
EDIT: corrected my use of terms.
For instance there are airfields. Cutting down trees to produce a dirt airstrip (level 1) is much easier in terms of time and cost than producing a major metropolitan airport (level 10). There is also infrastructure - farm land with dirt roads and smuggler paths to an industrialized city with a multilane autobahn. These changes are not proportional. Cost, time, and capability are not well defined by straight line paths.
It terms of multivariate problems a much more realistic output is also possible. As an example, the effect of both terrain and infrastructure on supply transport could be modeled much more realistically. As infrastructure reaches higher levels, the effect of a province's terrain becomes less meaningful.
Some might suggest that the additional processing would make this technique prohibitive. I suggest this isn't the case, because in most instances, these interactions can be pre-computed and saved in the same way pathfinding is pre-computed.
EDIT: corrected my use of terms.
Last edited: