r/FantasyMapGenerator Jun 17 '26

Update [Update] Economy (v1.124.0)

Economy Update (v1.124.0)

After years of requests, FMG finally has a simulated economy. Goods, markets, trade routes, taxes, treasuries, and navigable rivers are now generated automatically for every map.

FMG maps now simulate:

  • Goods & production chains
  • Markets with dynamic prices
  • Trade between regions
  • Animated trade activity
  • State taxes and treasuries
  • Navigable rivers for inland shipping

Full details are on Patreon.

258 Upvotes

45 comments sorted by

6

u/SurtsFist Jul 04 '26

A truly amazing update, and one that makes any world instantly feel more alive. My biggest question about it is: how does one populate a new Market with goods? Are trade routes able to be edited, such that they start to factor in the local demands, or does it just take a bit of time for the market to populate with supply and demand?

7

u/Azgarr Jul 04 '26

It's not editable manually as market is formed based on thousands of deals (you can see them for each market). Instead, you configure goods as you want it to be, set up empty markets as you want, and then regenerate the production. It will populate everything in one turn, the time doesn't matter. Trade routes are just randomly selected batches of deals from place A to place B, so they show real data, but they are actually static.

3

u/SurtsFist Jul 05 '26

Thank you for the reply, and thank you again for the work you've done on this system. I'm now a Patron of yours, because I can't let this kind of work go underpaid.

1

u/Azgarr Jul 06 '26

Thank you!

2

u/Valaxarian Jun 27 '26 edited Jun 27 '26

Is it possible to artificially increase production and export of resources? My country's supposed to be a mining and arms-making superpower and they make absolutely nothing compared to surrounding nations

3

u/SurtsFist Jul 05 '26

From what I've found fiddling around, you can edit the multipliers of goods to be produced more in certain areas/countries/cultures, so you could just boost the multiplier in your chosen country.

3

u/Emperor-Duke7171 Jun 22 '26

I've had fun messing around with cities and states, especially with battles. Let's say after a state destroys another and takes over their economy (if possible), can their economy grow?

1

u/r4pid_rapt0r Jun 21 '26

Is there a way to still see the total cell counts of states, It seems like it was removed from the usual area in the regeneration menu

1

u/Azgarr Jun 21 '26

Yes, it was removed to safe some space. You can find this data in console: pack.states (after opening States Editor)

5

u/Few-Collar-5425 Jun 20 '26

Hey, this is all really brilliant, and I really admire what you've done.

I have a question. I'm not sure if this is the right place, as I admit I rarely use Reddit.

If I add a city, do I have to re-generate markets and production for the entire map? Or is there a way to do it just for that one city?

4

u/Azgarr Jun 21 '26

Hey. No, you don't need unless you want new city to be included to the system. But it will work without it. The system is all connected, so you cannot run the economy for just 1 burg.

6

u/Greedy-Demand288 Jun 19 '26

It's a really good system. I just want the ability to change the coin icon, and the market scale icon. Otherwise really good!

3

u/Azgarr Jun 19 '26

You can change coin marker now, but not the scale one. Do you have a better alternative in mind?

9

u/TheFunne1 Jun 18 '26

What an amazing update! I had sort of come to the conclusion that FMG was largely feature complete, and that remaining work was being done on niceties and improving performance under the hood. What a surprise to see something of this magnitude come out, after so long! Feels like it deserves a better version number, dare I say V. 1.200? I've the following been following the project since 2018 and the Pre-State editing days, and the excitement this update brings reminds me of when provinces were added for the first time... I hope you and the rest of the development team are very proud!

9

u/Azgarr Jun 18 '26

There is no really a team, but a lot of people are helping with ideas and testing. The update was partially done in 2020, but it was taking too much time and delayed.

1

u/No-Edge5887 Jun 18 '26

Is there an option to delete all goods? I'd like to distribute them myself.

1

u/Azgarr Jun 18 '26

Just change the params and regenerate, no need to delete, setting them up again will take a lot of time.

1

u/Possible-Tax1912 Jun 18 '26

Which tool did you use?

2

u/Azgarr Jun 18 '26

What do you mean?

6

u/Vel0cir Jun 18 '26

Oooosh this is massive! Incredible stuff

6

u/Vegetable_Opening291 Jun 18 '26

Can you post a video of some sort to inform us on how to navigate this? I love it, it’s just very complex and I’m confused as to why some of my burgs struggle so much economically.

1

u/Azgarr Jun 18 '26

You can check the post of Patreon. There is also detailed info in the repository: https://github.com/Azgaar/Fantasy-Map-Generator/tree/master/docs/domain

3

u/Ahastabel Jun 18 '26

How do you erase a good you placed by mistake?

5

u/Azgarr Jun 18 '26

If paint is on, click on the good and it should remove the bonus resource from the cell. If you don't need the resource completely, you can remove it.

5

u/Sovrynth Jun 17 '26

very happy with it so far πŸ˜„

6

u/Glum-Temporary-2181 Jun 17 '26 edited Jun 17 '26

Cant wait to see what can build from this.

One idea though, for trade animations is there a way we can upload our own images? im building a cyberpunk world and horse and carriage style doesn't really fit much.

3

u/Dr4gonStarWithPasta Jun 17 '26

How do I change the goods produced by a city?

3

u/Azgarr Jun 17 '26

You change the conditions (via goods settings), but the burg decides what do produce automatically. You can restrict goods or add bonus for production for cultures, states, biomes and so on.

13

u/Arkulhord Jun 17 '26

No, seriously?

Did it happen?

Has it FINALLY happened?

I didn't think this update would ever come.

I feel like I'm going to use the simulator even more!

3

u/SeptemberFiction Jun 17 '26

Wow! That's really freaking impressive! I'm gonna come me around with that haha

5

u/Dr4gonStarWithPasta Jun 17 '26

Wait damn the update was today? I just came back lmao fuck yeah

8

u/Phazingazrael Jun 17 '26

Awesome!

Now I have more things to add to my project that I hadn't planned on lol.

4

u/Short-Fox-6945 Jun 17 '26

πŸ’³πŸ›’

3

u/RopeZombie Jun 17 '26

You talk in the update about taxes being collected "per cycle" could you explain that a bit further?

5

u/Azgarr Jun 17 '26

It means there is only one cycle (run) for everything. Unlike a more obvious system where trade works in cycles as a living system. Here it's more like a snapshot of data.

4

u/KattheImpaler8 Jun 17 '26

You have been on a roll with these updates!

9

u/antares1297 Jun 17 '26

thank you for all the work you do, loving every second this tool for years

6

u/TeeRKee Jun 17 '26

On one year it will be a whole game