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| Rebel Cities | |
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+10ADMIN maker.of.light YourBreakfast ~sciocont Commander Keen The Uteen koiboi59 Falthron US_of_Alaska Invader 14 posters | |
Author | Message |
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YourBreakfast Learner
Posts : 114 Reputation : 0 Join date : 2010-07-30
| Subject: Re: Rebel Cities Sun Aug 22, 2010 6:12 am | |
| - InvaderZim wrote:
- Terrorism- groups of extremists of any beleif that choose to commit, as Scio said, atrocities to gain attention. It is possible to have an extremist faction choose other ways of promoting their beleifs- like the Jahova's Witnesses who are just so nice it's annoying as hell.
Hmm.... Religion isn't always the case for terrorism. See, here in Ireland, a terrorist organisation called the IRA, bombed (and still bombs, but not as regularly) Northern Ireland. So terrorism isn't just about belief. | |
| | | ~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: Rebel Cities Sun Aug 22, 2010 1:41 pm | |
| - YourBreakfast wrote:
- InvaderZim wrote:
- Terrorism- groups of extremists of any beleif that choose to commit, as Scio said, atrocities to gain attention. It is possible to have an extremist faction choose other ways of promoting their beleifs- like the Jahova's Witnesses who are just so nice it's annoying as hell.
Hmm.... Religion isn't always the case for terrorism. See, here in Ireland, a terrorist organisation called the IRA, bombed (and still bombs, but not as regularly) Northern Ireland. So terrorism isn't just about belief. That's basically what invader is saying, terrorists can be motivated by anything, really, terrorism is just how they bring attention to thier cause. | |
| | | YourBreakfast Learner
Posts : 114 Reputation : 0 Join date : 2010-07-30
| Subject: Re: Rebel Cities Sun Aug 22, 2010 2:27 pm | |
| - ~sciocont wrote:
- YourBreakfast wrote:
- InvaderZim wrote:
- Terrorism- groups of extremists of any beleif that choose to commit, as Scio said, atrocities to gain attention. It is possible to have an extremist faction choose other ways of promoting their beleifs- like the Jahova's Witnesses who are just so nice it's annoying as hell.
Hmm.... Religion isn't always the case for terrorism. See, here in Ireland, a terrorist organisation called the IRA, bombed (and still bombs, but not as regularly) Northern Ireland. So terrorism isn't just about belief. That's basically what invader is saying, terrorists can be motivated by anything, really, terrorism is just how they bring attention to thier cause. Ah, read it wrong. I thought he meant belief as in religion. | |
| | | US_of_Alaska Overall Team Co-Lead
Posts : 1335 Reputation : 29 Join date : 2010-07-07 Age : 31 Location : Australia
| Subject: Re: Rebel Cities Sun Aug 22, 2010 8:25 pm | |
| So now, how do we put that in the game? It's so complicated, something like this. Assuming that alien organisms feel emotions like radical idealism/religion/nationalism/etc, how do we show it in the game? Maybe certain researches trigger ideas that no one has had before, like Marxism? | |
| | | ~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: Rebel Cities Sun Aug 22, 2010 9:07 pm | |
| - US_of_Alaska wrote:
- So now, how do we put that in the game? It's so complicated, something like this. Assuming that alien organisms feel emotions like radical idealism/religion/nationalism/etc, how do we show it in the game? Maybe certain researches trigger ideas that no one has had before, like Marxism?
Sure. We are going to have to come up with a more extensive idea&tech tree and implement that. | |
| | | YourBreakfast Learner
Posts : 114 Reputation : 0 Join date : 2010-07-30
| Subject: Re: Rebel Cities Tue Aug 24, 2010 3:19 pm | |
| - US_of_Alaska wrote:
- So now, how do we put that in the game? It's so complicated, something like this. Assuming that alien organisms feel emotions like radical idealism/religion/nationalism/etc, how do we show it in the game? Maybe certain researches trigger ideas that no one has had before, like Marxism?
For simplicities sake, should we just assume that, if an alien civilization has created just that, a civilization, they have extreme beliefs? I'm not sure either way. Plus, I can see what you're talking about putting it ingame. I could imagine players thinking "Why in the world did half my empire turn on due to some belief?" | |
| | | US_of_Alaska Overall Team Co-Lead
Posts : 1335 Reputation : 29 Join date : 2010-07-07 Age : 31 Location : Australia
| Subject: Re: Rebel Cities Tue Aug 24, 2010 7:05 pm | |
| - YourBreakfast wrote:
- For simplicities sake, should we just assume that, if an alien civilization has created just that, a civilization, they have extreme beliefs?
I'm not sure either way. Plus, I can see what you're talking about putting it ingame. I could imagine players thinking "Why in the world did half my empire turn on due to some belief?" Bringing back simplicity, i think that maybe it just needs to directly correlate to happiness levels. Ah-ha! Now here's an idea! When a new research is discovered (lets say 'liberty', political not economical) then unless if it is put to use, the happiness of your people will decrease. Of course, if your enemies have already made use of the cultural changes, you may be able to negate this with propaganda. Eg, 1960s Americans weren't unhappy they didn't have Communism because their rivals were Communist. | |
| | | ~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: Rebel Cities Tue Aug 24, 2010 7:31 pm | |
| - US_of_Alaska wrote:
- YourBreakfast wrote:
- For simplicities sake, should we just assume that, if an alien civilization has created just that, a civilization, they have extreme beliefs?
I'm not sure either way. Plus, I can see what you're talking about putting it ingame. I could imagine players thinking "Why in the world did half my empire turn on due to some belief?" Bringing back simplicity, i think that maybe it just needs to directly correlate to happiness levels. Ah-ha! Now here's an idea! When a new research is discovered (lets say 'liberty', political not economical) then unless if it is put to use, the happiness of your people will decrease. Of course, if your enemies have already made use of the cultural changes, you may be able to negate this with propaganda. Eg, 1960s Americans weren't unhappy they didn't have Communism because their rivals were Communist. It's really a matter of perspective. Americans love their economic system, and there have been red scares in america since the beginning of the twentieth century. | |
| | | US_of_Alaska Overall Team Co-Lead
Posts : 1335 Reputation : 29 Join date : 2010-07-07 Age : 31 Location : Australia
| Subject: Re: Rebel Cities Tue Aug 24, 2010 7:32 pm | |
| - ~sciocont wrote:
- It's really a matter of perspective. Americans love their economic system, and there have been red scares in america since the beginning of the twentieth century.
But just how do you program perspective into the game? | |
| | | ~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: Rebel Cities Tue Aug 24, 2010 7:43 pm | |
| - US_of_Alaska wrote:
- ~sciocont wrote:
- It's really a matter of perspective. Americans love their economic system, and there have been red scares in america since the beginning of the twentieth century.
But just how do you program perspective into the game? Take into account beliefs and environment of a population, you'll get something like it. | |
| | | US_of_Alaska Overall Team Co-Lead
Posts : 1335 Reputation : 29 Join date : 2010-07-07 Age : 31 Location : Australia
| Subject: Re: Rebel Cities Tue Aug 24, 2010 7:45 pm | |
| - ~sciocont wrote:
- US_of_Alaska wrote:
- ~sciocont wrote:
- It's really a matter of perspective. Americans love their economic system, and there have been red scares in america since the beginning of the twentieth century.
But just how do you program perspective into the game? Take into account beliefs and environment of a population, you'll get something like it. Yes, but what is it that makes one person believe something and another believe something else? | |
| | | ADMIN Admin
Posts : 30 Reputation : 5 Join date : 2010-07-06 Location : Watching.
| Subject: Re: Rebel Cities Tue Aug 24, 2010 11:10 pm | |
| - US_of_Alaska wrote:
- ~sciocont wrote:
- US_of_Alaska wrote:
- ~sciocont wrote:
- It's really a matter of perspective. Americans love their economic system, and there have been red scares in america since the beginning of the twentieth century.
But just how do you program perspective into the game? Take into account beliefs and environment of a population, you'll get something like it. Yes, but what is it that makes one person believe something and another believe something else? Genetics+Environment control everything about you. | |
| | | US_of_Alaska Overall Team Co-Lead
Posts : 1335 Reputation : 29 Join date : 2010-07-07 Age : 31 Location : Australia
| Subject: Re: Rebel Cities Wed Aug 25, 2010 8:22 pm | |
| - ADMIN wrote:
- Genetics+Environment control everything about you.
So ideology will be programmed into ShareCodes as well? And i don't see how that can really be true, considering many people are rebellious towards their parents. How will we program these environmental factors in? That is all i am really worried about. Because a lot of people see Capitalism as the ultimate system, and yet others argue for Socialism. Both make sense, but there is something that makes people inclined to one or the other. I mean, throughout history there's even a number of great academics who were against democracy! | |
| | | Mysterious_Calligrapher Biome Team Lead
Posts : 1034 Reputation : 26 Join date : 2010-11-26 Age : 32 Location : Earth, the solar system, the milky way...
| Subject: Re: Rebel Cities Tue Dec 14, 2010 1:50 pm | |
| Hey, maybe we could hook it up to Alaska's beloved sliders? Then we could incorporate happiness - so if the population is happy, their "beliefs" closely reflect the emphasis values set in the sliders, and if they're unhappy, their beliefs start to lean towards those of their neighbors (if their neighbors have a greater happiness value.) Then we could stick in a propaganda factor - really good propaganda could cause moderately unhappy populations to blame their neighbors who have different slider emphasis, so their sliders as a whole would move away from those of their neighbors (if they were to the left, they'd move further left, etc. - referring to on screen direction rather than political standing.) but propaganda would be less effective if the populace was extremely unhappy. | |
| | | Djohaal Learner
Posts : 144 Reputation : 1 Join date : 2010-12-03
| Subject: Re: Rebel Cities Tue Dec 14, 2010 2:55 pm | |
| Actually I think the happniess mechanics should be expanded to a certain degree. Happiness is just a bigger part of a picture called societal control. Both the legionaries and the circus helped reduce riots in rome. You get my point... This would allow for an unified system of controlling your populance, you can either make them happy, or leave them sad but have really big sticks.
On ideologies on space age, what if every unlocked ideology got tossed into the social cauldron. Different conditions would make one of them get more followers on a given SC. If they don't match with your state politics, it could lead to atrition. | |
| | | Agrestrife Newcomer
Posts : 15 Reputation : 0 Join date : 2010-07-08 Location : Agre-Space
| Subject: Re: Rebel Cities Tue Dec 14, 2010 4:20 pm | |
| Well... This is a problem... We have to decide whether we are going to make this game a whole lot complicated, or not keep realistic. Unless we find an unbeliveably good way out. | |
| | | 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: Rebel Cities Tue Dec 14, 2010 4:32 pm | |
| Okay, necropost has been made, I will now procede to address ancient issue.
My culture tab + My proposed species psychology thing that djo liked and is now working on = issue solved. | |
| | | Commander Keen Industrial Team Lead
Posts : 1123 Reputation : 36 Join date : 2010-07-23 Location : Czech Republic (not that anyone would know where it is...)
| Subject: Re: Rebel Cities Tue Dec 14, 2010 6:38 pm | |
| - Djohaal wrote:
- Both the legionaries and the circus helped reduce riots in rome.
That is why we already have two values: Happiness and Order. If you have unhappy people, you must employ more Military Specialists to counter it. | |
| | | Mysterious_Calligrapher Biome Team Lead
Posts : 1034 Reputation : 26 Join date : 2010-11-26 Age : 32 Location : Earth, the solar system, the milky way...
| Subject: Re: Rebel Cities Tue Dec 14, 2010 9:54 pm | |
| - Tenebrarum wrote:
- Okay, necropost has been made, I will now procede to address ancient issue.
My culture tab + My proposed species psychology thing that djo liked and is now working on = issue solved. Mea culpa - Wait, four months is necro around here? Wow. On topic - point me towards concept that solved issue? I'd like to see. | |
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