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| Caste Systems | |
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+3eumesmo US_of_Alaska Tenebrarum 7 posters | |
Author | Message |
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eumesmo Regular
Posts : 297 Reputation : 4 Join date : 2010-07-09
| Subject: Re: Caste Systems Tue Oct 26, 2010 5:29 pm | |
| the destribution of those social things should depend on how the culture is developing, the habits of sucessfull cultures d be copied (except if your governement made that not happen) , the society and effects. If you just suffered a climate catastrophe you get more willing to go green, the development in comunication. ideas dont have legs of their own, they need people or anything to carry them around.
this makes perfect sense to me | |
| | | Tenebrarum Society Team Lead
Posts : 1179 Reputation : 32 Join date : 2010-10-01 Age : 31 Location : ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn
| Subject: Re: Caste Systems Tue Oct 26, 2010 5:33 pm | |
| - eumesmo wrote:
- the destribution of those social things should depend on how the culture is developing, the habits of sucessfull cultures d be copied (except if your governement made that not happen) , the society and effects. If you just suffered a climate catastrophe you get more willing to go green, the development in comunication. ideas dont have legs of their own, they need people or anything to carry them around.
this makes perfect sense to me Yup. They'd be chosen based on player actions. If you build your SCs large and sprawling, your culture ends up with that trait. If they have that trait, they're more likely to use personal transportation, if possible, because it's more conveinient. | |
| | | eumesmo Regular
Posts : 297 Reputation : 4 Join date : 2010-07-09
| Subject: Re: Caste Systems Tue Oct 26, 2010 5:36 pm | |
| what i meant was more of the type: the roman empire spread their culture because: a- they had roads which helped it b- they had a thriving culture
but yes, the mentality of large SC would differ from small populations and would eventually spread to them- | |
| | | Tenebrarum Society Team Lead
Posts : 1179 Reputation : 32 Join date : 2010-10-01 Age : 31 Location : ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn
| Subject: Re: Caste Systems Tue Oct 26, 2010 5:47 pm | |
| - eumesmo wrote:
- what i meant was more of the type: the roman empire spread their culture because:
a- they had roads which helped it b- they had a thriving culture
but yes, the mentality of large SC would differ from small populations and would eventually spread to them- My example was unrelated to yours. The roman empire was not an innvasive culture, they were an invasive empire. None of their culture naturally spread, only through invasion. | |
| | | eumesmo Regular
Posts : 297 Reputation : 4 Join date : 2010-07-09
| Subject: Re: Caste Systems Tue Oct 26, 2010 5:50 pm | |
| i have to agree on that with you, but still it was a example i made up in the time an unuoctium atom decays
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| | | US_of_Alaska Overall Team Co-Lead
Posts : 1335 Reputation : 29 Join date : 2010-07-07 Age : 31 Location : Australia
| Subject: Re: Caste Systems Thu Oct 28, 2010 3:14 am | |
| I think ethics can be merged into part of the cultural theme, no? This would clear up the Society Section for the Importance Sliders. | |
| | | Tenebrarum Society Team Lead
Posts : 1179 Reputation : 32 Join date : 2010-10-01 Age : 31 Location : ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn
| Subject: Re: Caste Systems Thu Oct 28, 2010 3:29 pm | |
| - US_of_Alaska wrote:
- I think ethics can be merged into part of the cultural theme, no? This would clear up the Society Section for the Importance Sliders.
Good plan. Ethics are more of a cultural thing anyway. | |
| | | US_of_Alaska Overall Team Co-Lead
Posts : 1335 Reputation : 29 Join date : 2010-07-07 Age : 31 Location : Australia
| Subject: Re: Caste Systems Thu Oct 28, 2010 7:25 pm | |
| - Tenebrarum wrote:
- US_of_Alaska wrote:
- I think ethics can be merged into part of the cultural theme, no? This would clear up the Society Section for the Importance Sliders.
Good plan. Ethics are more of a cultural thing anyway. That's what i figured. | |
| | | US_of_Alaska Overall Team Co-Lead
Posts : 1335 Reputation : 29 Join date : 2010-07-07 Age : 31 Location : Australia
| Subject: Re: Caste Systems Sat Jan 14, 2012 8:56 pm | |
| Okay, let's get this thread back up and running so that i can whack a concept up in the wiki for Scio. Flowcharts. I like flowcharts. An easy GUI to work with, the player selects a new branch, then selects from a drop down list what training or actions happen, then they drag this out to match the time of the organism's life that they want it to go for. Each caste would have a separate flowchart, and for ease on the eyes only one flowchart can be expanded at any time. Kgo, turn this into a concept. | |
| | | ~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: Caste Systems Sat Jan 14, 2012 9:00 pm | |
| - US_of_Alaska wrote:
- Okay, let's get this thread back up and running so that i can whack a concept up in the wiki for Scio. Flowcharts. I like flowcharts. An easy GUI to work with, the player selects a new branch, then selects from a drop down list what training or actions happen, then they drag this out to match the time of the organism's life that they want it to go for. Each caste would have a separate flowchart, and for ease on the eyes only one flowchart can be expanded at any time. Kgo, turn this into a concept.
so we're talking about polymorphism and growth progression within a species as castes right now? Good, but we need to differentiate between biological castes and societal castes. We need a different term for each. | |
| | | US_of_Alaska Overall Team Co-Lead
Posts : 1335 Reputation : 29 Join date : 2010-07-07 Age : 31 Location : Australia
| Subject: Re: Caste Systems Mon Jan 16, 2012 6:42 pm | |
| - ~sciocont wrote:
- US_of_Alaska wrote:
- Okay, let's get this thread back up and running so that i can whack a concept up in the wiki for Scio. Flowcharts. I like flowcharts. An easy GUI to work with, the player selects a new branch, then selects from a drop down list what training or actions happen, then they drag this out to match the time of the organism's life that they want it to go for. Each caste would have a separate flowchart, and for ease on the eyes only one flowchart can be expanded at any time. Kgo, turn this into a concept.
so we're talking about polymorphism and growth progression within a species as castes right now? Good, but we need to differentiate between biological castes and societal castes. We need a different term for each. Struggling. Maybe we should just call them classes, and have a viewable "Social Mobility" slider that shows whether someone is likely to become a different class from their parents. If the slider is at no social mobility, it is a caste system. | |
| | | ~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: Caste Systems Mon Jan 16, 2012 8:04 pm | |
| - US_of_Alaska wrote:
- ~sciocont wrote:
- US_of_Alaska wrote:
- Okay, let's get this thread back up and running so that i can whack a concept up in the wiki for Scio. Flowcharts. I like flowcharts. An easy GUI to work with, the player selects a new branch, then selects from a drop down list what training or actions happen, then they drag this out to match the time of the organism's life that they want it to go for. Each caste would have a separate flowchart, and for ease on the eyes only one flowchart can be expanded at any time. Kgo, turn this into a concept.
so we're talking about polymorphism and growth progression within a species as castes right now? Good, but we need to differentiate between biological castes and societal castes. We need a different term for each. Struggling. Maybe we should just call them classes, and have a viewable "Social Mobility" slider that shows whether someone is likely to become a different class from their parents. If the slider is at no social mobility, it is a caste system. So you're talking about society stage? I'm confused. | |
| | | Zetal Newcomer
Posts : 81 Reputation : 1 Join date : 2011-12-18 Age : 31 Location : Earth, USA
| Subject: Re: Caste Systems Wed Jan 18, 2012 5:29 am | |
| - ~sciocont wrote:
- US_of_Alaska wrote:
- ~sciocont wrote:
- US_of_Alaska wrote:
- Okay, let's get this thread back up and running so that i can whack a concept up in the wiki for Scio. Flowcharts. I like flowcharts. An easy GUI to work with, the player selects a new branch, then selects from a drop down list what training or actions happen, then they drag this out to match the time of the organism's life that they want it to go for. Each caste would have a separate flowchart, and for ease on the eyes only one flowchart can be expanded at any time. Kgo, turn this into a concept.
so we're talking about polymorphism and growth progression within a species as castes right now? Good, but we need to differentiate between biological castes and societal castes. We need a different term for each. Struggling. Maybe we should just call them classes, and have a viewable "Social Mobility" slider that shows whether someone is likely to become a different class from their parents. If the slider is at no social mobility, it is a caste system. So you're talking about society stage? I'm confused. Now I'm confused too! Isn't the Nation Editor for the Society Stage in the first place, Scio? That's where this topic is, after all! | |
| | | Tenebrarum Society Team Lead
Posts : 1179 Reputation : 32 Join date : 2010-10-01 Age : 31 Location : ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn
| Subject: Re: Caste Systems Wed Jan 18, 2012 1:36 pm | |
| I'm willing to label it "class" for society and "caste" for biology. Sounds good.
IMPORTANT NOTE: In this case, the player should be given a fair degree of freedom. ALL different castes should spawn different classes for themselves however. This will be able to change, but only with immense time and effort, and possibly technology. Speaking as someone who is currently going from one caste to another, I can say with fair certainty that the breakdown of separate classes which are based on caste differences only ever seems to be able to be crossed if the caste itself can be crossed.
Contrast this with breakdown of classes based on ethnicity, where ethnicity can remain the same, but class breakdown can be attributed to widening empathetic ranges. | |
| | | ~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: Caste Systems Wed Jan 18, 2012 8:41 pm | |
| - Tenebrarum wrote:
- I'm willing to label it "class" for society and "caste" for biology. Sounds good.
IMPORTANT NOTE: In this case, the player should be given a fair degree of freedom. ALL different castes should spawn different classes for themselves however. This will be able to change, but only with immense time and effort, and possibly technology. Speaking as someone who is currently going from one caste to another, I can say with fair certainty that the breakdown of separate classes which are based on caste differences only ever seems to be able to be crossed if the caste itself can be crossed.
Contrast this with breakdown of classes based on ethnicity, where ethnicity can remain the same, but class breakdown can be attributed to widening empathetic ranges. Ok. I'm glad that the terminology is now laid down, and that's a good idea to have castes automatically join different classes. | |
| | | US_of_Alaska Overall Team Co-Lead
Posts : 1335 Reputation : 29 Join date : 2010-07-07 Age : 31 Location : Australia
| Subject: Re: Caste Systems Thu Jan 19, 2012 6:35 pm | |
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