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Space Merchant is a simple economic simulator focusing on trade and logistics

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Space Merchant

A Trade Simulator Game by Rayan Bouzid

Space Merchant is a dynamic, modular simulator game set in a procedurally structured universe. The game simulates a complex web of trade, politics, and goals across a multi-layered world, with autonomous entities competing and cooperating to achieve diverse objectives. Designed to be highly customizable and admin-controllable, it can function both as a game and a pure simulation.


Compilation

The project uses MSBuild for compilation. You can install MSBuild or use Visual Studio (VS), which has it integrated. Additionally, you need vcpkg installed to manage dependencies if you want to compile the project without VS.

It is recommended to use Visual studio for compilation but if you want to use msbuild separetelly, use these commands in the root SpaceMerchant directory: (if you don't have vcpkg added in your PATH system variable, run the first command in the directory containing it)

vcpkg integrate install
msbuild SpaceMerchant.sln

Core Concept

In Space Merchant, players or AI entities engage in economic and technological activities in a hierarchical game universe. The simulation emphasizes emergent behavior, barter-based trade, and flexible technologies — all governed by user-defined rules.


Game Space

The game world is made up of nodes, organized in hierarchies. Each node can:

  • Contain sub-nodes

  • Be connected to sibling nodes

  • Be built or destroyed dynamically

Example Hierarchy:

  • Game Universe

  └── Planetary System

      └── Planet

          └── Region

              └── City

Connections between nodes can be built, destroyed, and require upkeep. They form a living, evolving network of infrastructure.


Entities

Entities represent individuals or organizations:

  • Hierarchical: A person can belong to a department, which belongs to a company.

  • Autonomous: Each entity has its own resources, goals, and behavioral viewpoints (e.g., greedy, egalitarian, power-driven).

Entities perform actions such as:

  • Trading commodities

  • Building infrastructure

  • Offering services (e.g., transport, protection, finance)


Technologies

Technologies can be:

  • Extracted

  • Produced

  • Traded

  • Stored

Technologies define what entities can do, divided into three categories:

  1. Transport

  Enables maintaining node connections and moving goods.

  1. Production

  Powers the creation of commodities using energy and materials.

  1. Services

  Allows entities to offer utility, protection, and financial capabilities to others.


Architecture Overview

  • Backend (C++ Engine)

  A headless simulation engine running as a background service. It maintains game state and logic.

  - Exposes a TCP socket for communication

  - Can respond to multiple frontend clients over LAN

  • Frontend (FTXUI Console App)

  A visual UI connecting to the engine via TCP:

  - Requests and visualizes data

  - Can be run from multiple devices

About

Space Merchant is a simple economic simulator focusing on trade and logistics

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