#pragma once #include #include // Civilization Step 7: trade & economy. Trade routes link nearby settlements (by sea / river / overland), // prosperity accrues at well-connected hubs, and prosperity boosts population growth. Like territory and // cultures, this is a PURE DETERMINISTIC function of the (saved) settlement set + geography + wars + // diplomacy -- recomputed each sim year, not saved (no save-format change), no RNG, rewinds for free. enum class TradeKind : uint8_t { Land, River, Sea }; struct TradeLink { int a = -1; // settlement index of one endpoint int b = -1; // settlement index of the other endpoint float volume = 0.0f; // trade volume (drives both endpoints' prosperity) TradeKind kind = TradeKind::Land; };