HiddenRelPenaltyfloat64`cardsim:"stathidden"`// Lower is better.
Secrecyfloat64`cardsim:"stathidden"`
Rebellionfloat64`cardsim:"stathidden"`
Madnessfloat64`cardsim:"stathidden"`
Crueltyfloat64`cardsim:"stat"`
Greedfloat64`cardsim:"stat"`
Gullibilityfloat64`cardsim:"stathidden"`
Authoritarianismfloat64`cardsim:"stat"`
Taxationfloat64`cardsim:"stat"`
TaxEvasionfloat64`cardsim:"stat"`
Squalorfloat64`cardsim:"stat"`
// Idea for tax evasion. The corruption stat should increase tax evasion, while the squalor stat should reduce it. The link with corruption should be obvious, but for squalor: when the economy improves, more people have resources with which to attempt to protect their income. This is part of why rich people can evade taxes more effectively than poor people. It's not ALL lobbying advantage.
return100*(k.FoodSupply-MinFoodSupply)/(MaxFoodSupply-MinFoodSupply)//This returns a Policy Implementation Percentage, so that the player can see how good they are at capturing food supply. When it becomes possible for Food Supply to hit 0 and end the game in famine, the minimum survivable food supply PIP should be calculated and returned to the player as a warned-against failure threshold.
// So I want squalor to be a value between 100 and 0 that reduces readily at the start and then becomes increasingly difficult to further reduce. This initial squalor stat starts at about 80%, but may not change rapidly enough. Note that the 1.2-(2* sequence is meant to balance it at 80% starting point. If I change the velocity on the 2* side, I have to change the 1.2 offset as well. I really hope this math works, because I don't quite understand it.
// This is the "crimes of chaos" stat for my crime calculations. It will also be displayed to the player as just Chaos. The player can see Cruelty, but not Madness or Rebellion. I'm concerned some players may think, "Oh, chaos is a good thing, I want more of that as long as it's not cruel!" In that case, they'll have mad, rebellious colonies that commit crimes against those perceived to be cruel...
// This is the "crimes of cunning" stat for my crime calculations. It will also be displayed to the player as just Corruption. The player can also see Greed and Authoritarianism, so they should have a good idea what goes into Corruption, but they'll have to infer the importance of Gullibility.