Amazing! How much CPU does this program take up? Because I was thinking of having this pop-up in-game for towns as a manager for towns. AI towns un-controlled by you are managed automatically. But when you make a town, I would like to see something like:
[Town list]------
1.Lebesar-[Size:Village]-[Condition:Happy]
2.Obarlin-[Size:Town]-[Condition:Content]
3.Ukarer-[Size:Kingdom]-[Condition:Un-happy(At War)]
---------------
And when you click on a village, a manager pops up exactly like yours only a top down view of the village,etc. Which you can scroll around with.
--[Village of Lebesar]----
———— ¦ ¦ —––——
|House | | | | Inn | [Villagers]
|———–| | | | | |John
| | |———––| |etc..
Etc--
Basically a City manager. Like Civilization! (←Game)
Great work so far
This doesn't take any CPU because there is no processing when the user isn't doing anything.
City management in game will be different, though. The property notebook will have a map but most of your interaction with the city will be through people, I think. More opportunity for story and random adventure that way.
Telling story to your friends version A:
"And then I clicked on the blacksmith square and clicked that 'make more swords' button."
Or version B:
"I was heading to the blacksmith to talk about production but then I saw that a new merchant came to town selling swords. He has a good deal from some town to the east so I told the blacksmith to make shields and I'll make sure to setup a trade agreement with that town. On the way back, we saw some wolves patrolling the outer streets so I'll have to see about checking the forests outside of town..."
Second version seems more interesting to me.
There will be some central management but it will be at the administrative level just like a real town.