An Update At Last!

It’s been almost three months since the last blog post, so that throws my plan of one post a month straight out the window. Hopefully nobody started to think this project was dead, because that certainly isn’t the case. There have been some time-consuming events in my personal life, so I ended up spending all of the time I managed to find for the project on its development, rather than blogging. I’ve worked a lot on several smaller things, so while there has been significant progress, it’s not something I can write up in one thematic post like I have in the past. In this post I’ll give an overview of some of the features that have been added.



First Anniversary

Today it is exactly one year ago that I wrote the first line of code for the new incarnation of Particracy!

Some statistics on the size of the project as of today:

Back-end source files (Java)

Back-end source lines (Java)

Front-end source files (Java)

Front-end source lines (Typescript)

Front-end templates lines (HTML)

Database tables

Implemented features

478 / 772

Those 772 features are the ones I’ve fully listed and explored right now, I anticipate to add at least another 200 by the release, so that final number of functional requirements would be around 1000. About 50 features are continuously in a state of “busy”, meaning they’re partly implemented.


Simulating a worldwide economy

An important reason work on Particracy Classic or its handful of reboots I have undertaken over the past decade has always stalled, was that my vision of the game requires simulating a worldwide economy, and that is just really hard. Not just a player-controlled economy you see in games like Civilization or Stellaris, but an actual private sector with supply, demand, exports and imports, and government taxes, investment and regulation on top of that. Sounds easy right? One person I was talking to a few years ago referred to this particular challenge as the problem that brought down the Soviet Union, which to be honest did daunt me a little. This time around however, I’ve gained a few insights and developed techniques that I’m confident will enable me to build a decent economic model to act as a foundation for the simulation aspects of the game.


Technical Details

For those interested in the development side of this project, I thought I’d write up some information about how the game is being developed. If you’re not interested in the technical side of things, you could always forego this post, or just skip to the fancy colorful diagram at the bottom.

Measuring programming progress by lines of code is like measuring aircraft building progress by weight.Bill Gates



Various bits of progress

This will be a small update, as I’ve been working on many different parts of the game, but haven’t finished any major arcs, so I don’t have a big write-up lying around. Hence I’ve decided to show off some random, unfinished bits of the game.


Systems of Government

Particracy is all about simulating modern national and global politics, turning all things political into an interesting and challenging game. To that end, it will feature considerable diversity of systems of government, so that players will more easily identify with their (ultimately fictitious) nations and its neighbors. The real world is obviously the main source of inspiration for political structures and systems that can find their way into game features, but the balance with gameplay and technical constraints has to be maintained. In this article, you’ll get some insight into the political systems that will make it into the game.


Building your Party’s Team

In Particracy, your party’s identity won’t just be a number in your country’s parliament. You’ll be able to actively construct your party’s campaign profile, and build your team of politicians. Your party’s politicians will have a name, personal traits to specify their strengths and weaknesses, and will grow old and retire at some point. You’ll be able to track their progress through the legislative and executive careers as you appoint them to high office or run them in elections. … 


What this game is about

I’ve written a small article on this blog summarizing the most important features of the game.

You can find it here:

It will be updated as time goes by, or as I write new blog posts about specific subjects. For instance, the article links to the post about world geometry in the appropriate section.


Worlds and their geography

An important way to make an imaginary world believable, is to present its geography with maps. The context of the game — national and international politics — demands believable geometry and necessitates good looking maps. In this article, I will explain a little more on how the underlying geometry of a Particracy world map is created. This article gets a little technical in the second half, so don’t say you weren’t warned.


Welcome to the Particracy Dev Blog!

Welcome to the Particracy Blog!

Particracy is the title of an online strategy game I’m building. It’s a (geo)political simulation game, where players act out the role of political parties in a fictional game world. Parties gain seats in elections and vote on bills, thus defining their ideological stance. Coalitions can be formed to run governments, and policy can be enacted to change the course of nations.