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Steam News14 February 20264mo ago

Devlog #2 - Turns, money, time, workers

Hi! My name is Filip. In this devlog, I want to explain some of the core gameplay concepts behind Agrocracy. Turn-Based Structure Agrocracy is a turn-based game. Each turn represents two weeks of in-game time.

In this update6

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Full Agrocracy update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes1 addition4 changes0 removals
  • Gameplay
  • Balance
changedHi! My name is Filip. In this devlog, I want to explain some of the core gameplay concepts behind Agrocracy.
changedMoneyIf your balance stays negative for several turns, you go bankrupt, and it’s game over .
changedTimeEnterprise Capacity ( EC ) - time spent on office work
changedTimeEnterprise Capacity (EC)
addedNegative and Surplus Pointslearning new skills

Agrocracy changes

changedHi! My name is Filip. In this devlog, I want to explain some of the core gameplay concepts behind Agrocracy.
changedIf your balance stays negative for several turns, you go bankrupt, and it’s game over .
changedEnterprise Capacity ( EC ) - time spent on office work
changedEnterprise Capacity (EC)
addedlearning new skills

Hi! My name is Filip. In this devlog, I want to explain some of the core gameplay concepts behind Agrocracy.

Turn-Based Structure

Agrocracy is a turn-based game. Each turn represents two weeks of in-game time.

This length fits nicely into the rhythm of agriculture: planning, maintenance, seasonal work, and longer-term decisions. It also keeps the game grounded in a believable pace.

Making the game turn-based instead of real-time allows it to be played more calmly, while still rewarding good planning and efficient resource usage.

Resources

All resources in the game are spendable and are used to pay upkeep from turn to turn. Most resources refresh every turn with one important exception:

Money

Money is the most important resource. Almost everything can be bought with money, and it's also the only resource that can directly end your game.

If your balance stays negative for several turns, you go bankrupt, and it’s game over.

Time

Besides money, the game has three resources that represent time:

  • Action Points (AP) - time spent on physical work

  • Enterprise Capacity (EC) - time spent on office work

  • Temporary Action Points - short-term manual labor

Each point is roughly equivalent to 30 minutes of work.

Action Points (AP)

AP mostly represents your ability to do things "in the field", manual work, operating equipment, hands-on tasks, etc.

Enterprise Capacity (EC)

EC represents all the non-physical work required to run a business like paperwork, insurance, permits, construction planning, HR, logistics, and administration.

Workers and HR

You can hire people into your enterprise, and workers are divided into three groups:

  • Physical workers

  • Office workers

  • Temporary workers

Temporary workers represent seasonal labor. They work differently than regular employees.

  • Firing regular workers costs money,

  • Temporary workers are automatically dismissed after a month, for free.

Temporary AP can be spent on anything that is manual work, but temporary workers cannot do tasks like driving vehicles.

Negative and Surplus Points

Having negative AP or EC can affect many areas of the game, creating penalties and bottlenecks. On the other hand, if you have a surplus of points, you can invest them into things like:

  • repairs,

  • learning new skills

  • researching technologies.

That's it for today's devlog. Thanks for reading, and see you next time!

Source

Steam News / 14 February 2026

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