Statistics | We have 1675 registered users The newest registered user is dejo123
Our users have posted a total of 30851 messages in 1411 subjects
|
Who is online? | In total there are 51 users online :: 0 Registered, 0 Hidden and 51 Guests None Most users ever online was 443 on Sun Mar 17, 2013 5:41 pm |
Latest topics | » THIS FORUM IS NOW OBSOLETE by NickTheNick Sat Sep 26, 2015 10:26 pm
» To all the people who come here looking for thrive. by NickTheNick Sat Sep 26, 2015 10:22 pm
» Build Error Code::Blocks / CMake by crovea Tue Jul 28, 2015 5:28 pm
» Hello! I can translate in japanese by tjwhale Thu Jul 02, 2015 7:23 pm
» On Leave (Offline thread) by NickTheNick Wed Jul 01, 2015 12:20 am
» Devblog #14: A Brave New Forum by NickTheNick Mon Jun 29, 2015 4:49 am
» Application for Programmer by crovea Fri Jun 26, 2015 11:14 am
» Re-Reapplication by The Creator Thu Jun 25, 2015 10:57 pm
» Application (programming) by crovea Tue Jun 23, 2015 8:00 am
» Achieving Sapience by MitochondriaBox Sun Jun 21, 2015 7:03 pm
» Microbe Stage GDD by tjwhale Sat Jun 20, 2015 3:44 pm
» Application for Programmer/ Theorist by tjwhale Wed Jun 17, 2015 9:56 am
» Application for a 3D Modeler. by Kaiju4u Wed Jun 10, 2015 11:16 am
» Presentation by Othithu Tue Jun 02, 2015 10:38 am
» Application of Sorts by crovea Sun May 31, 2015 5:06 pm
» want to contribute by Renzope Sun May 31, 2015 12:58 pm
» Music List Thread (Post New Themes Here) by Oliveriver Thu May 28, 2015 1:06 pm
» Application: English-Spanish translator by Renzope Tue May 26, 2015 1:53 pm
» Want to be promoter or project manager by TheBudderBros Sun May 24, 2015 9:00 pm
» A new round of Forum Revamps! by Oliveriver Wed May 20, 2015 11:32 am
|
|
| The start and spread of civilization. | |
| | Author | Message |
---|
Reign Dance Newcomer
Posts : 10 Reputation : 0 Join date : 2012-02-04 Age : 34 Location : California
| Subject: The start and spread of civilization. Mon Feb 13, 2012 12:44 am | |
| I read the wiki and a bunch of topics, but I haven't seen this particular thing talked about yet. I apologize if it has.
How will the dawn and spread of civilization be handled? Will one tribe form the first nation, then citizens branch off on their own to form other nations? Will multiple tribes across the continent(s) spring up on their own time? Is it possible for more than one creature to obtain sapience and then have a world containing different nations with different sapient creatures running 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: The start and spread of civilization. Mon Feb 13, 2012 4:26 pm | |
| Yeah, this should be discussed.
So, this is markedly dependent on what algorithms we can come up with, but my thoughts are as follows.
We should definitely try to have the player's nation, which would be a small tribe at first, spawn first, and then immediately spawn a number of other tribes in the surrounding area. If they are in a similar environment to the player's nation, they will spawn with a similar culture. The further away the nations spawn, and the more different the surrounding area, the more different the cultures can be. This will need to be tempered with the long term effects geography has on cultures, such as fostering unity and stagnation or competition and conflict. | |
| | | US_of_Alaska Overall Team Co-Lead
Posts : 1335 Reputation : 29 Join date : 2010-07-07 Age : 31 Location : Australia
| Subject: Re: The start and spread of civilization. Mon Feb 13, 2012 5:02 pm | |
| - Tenebrarum wrote:
- We should definitely try to have the player's nation, which would be a small tribe at first, spawn first, and then immediately spawn a number of other tribes in the surrounding area. If they are in a similar environment to the player's nation, they will spawn with a similar culture. The further away the nations spawn, and the more different the surrounding area, the more different the cultures can be. This will need to be tempered with the long term effects geography has on cultures, such as fostering unity and stagnation or competition and conflict.
We could have some sort of control through aware stage, that stops the NPC nations/tribes/family packs from advancing past the player. After the nation has gained a footing and is larger than a family group, then we can ease the restrictions back a bit and let them progress faster than (or in different areas to) the player. | |
| | | Reign Dance Newcomer
Posts : 10 Reputation : 0 Join date : 2012-02-04 Age : 34 Location : California
| Subject: Re: The start and spread of civilization. Mon Feb 13, 2012 6:30 pm | |
| Should we have different difficulty levels? I was thinking we could put the restriction on the AI in easy mode. On normal, we could allow the AI to advance past the player; but put penalties on the AI's research if they get too far past the player scientifically. On hard, no restrictions or penalties whatsoever. That's why it's "hard". | |
| | | ~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: The start and spread of civilization. Mon Feb 13, 2012 7:56 pm | |
| - US_of_Alaska wrote:
- Tenebrarum wrote:
- We should definitely try to have the player's nation, which would be a small tribe at first, spawn first, and then immediately spawn a number of other tribes in the surrounding area. If they are in a similar environment to the player's nation, they will spawn with a similar culture. The further away the nations spawn, and the more different the surrounding area, the more different the cultures can be. This will need to be tempered with the long term effects geography has on cultures, such as fostering unity and stagnation or competition and conflict.
We could have some sort of control through aware stage, that stops the NPC nations/tribes/family packs from advancing past the player. After the nation has gained a footing and is larger than a family group, then we can ease the restrictions back a bit and let them progress faster than (or in different areas to) the player. Sounds good. We could of course, turn this off if the player wants a challenge. | |
| | | 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: The start and spread of civilization. Tue Feb 14, 2012 8:49 am | |
| - ~sciocont wrote:
- Sounds good. We could of course, turn this off if the player wants a challenge.
QFT And what about my cultural similarity idea? | |
| | | US_of_Alaska Overall Team Co-Lead
Posts : 1335 Reputation : 29 Join date : 2010-07-07 Age : 31 Location : Australia
| Subject: Re: The start and spread of civilization. Tue Feb 14, 2012 4:42 pm | |
| - Tenebrarum wrote:
- ~sciocont wrote:
- Sounds good. We could of course, turn this off if the player wants a challenge.
QFT
And what about my cultural similarity idea? That sounds rly good too. Perhaps a sort of "spill" algorithm from the players starting point would be helpful. Their "culture" can spread like a liquid across terrain, and the further away (and the thinner the liquid) the more different the culture. Of course this liquid is all figurative, and shouldn't be displayed on screen. But that's how i'd like to see the mechanic work. | |
| | | 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: The start and spread of civilization. Tue Feb 14, 2012 5:47 pm | |
| - US_of_Alaska wrote:
- Tenebrarum wrote:
- ~sciocont wrote:
- Sounds good. We could of course, turn this off if the player wants a challenge.
QFT
And what about my cultural similarity idea? That sounds rly good too. Perhaps a sort of "spill" algorithm from the players starting point would be helpful. Their "culture" can spread like a liquid across terrain, and the further away (and the thinner the liquid) the more different the culture. Of course this liquid is all figurative, and shouldn't be displayed on screen. But that's how i'd like to see the mechanic work. Exactly. Unfortunately, It'd need multiple algorithms. Culture cannot be summed into a code as simple as our pseudo-DNA. | |
| | | ~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: The start and spread of civilization. Tue Feb 14, 2012 7:36 pm | |
| Since a culture ingame is just a combination of values for many different variables, we could spill different variables in different patterns. | |
| | | US_of_Alaska Overall Team Co-Lead
Posts : 1335 Reputation : 29 Join date : 2010-07-07 Age : 31 Location : Australia
| Subject: Re: The start and spread of civilization. Wed Feb 15, 2012 2:51 am | |
| - ~sciocont wrote:
- Since a culture ingame is just a combination of values for many different variables, we could spill different variables in different patterns.
Sciocont comes in. Lays down the logic. Leaves. Problem solved. | |
| | | 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: The start and spread of civilization. Wed Feb 15, 2012 4:15 pm | |
| - US_of_Alaska wrote:
- Sciocont comes in.
Lays down the logic.
Leaves.
Problem solved. Like a boss. Which is good, cause he is one. Anyway, I think I should make a thread on the severity to which Arbitrary Mechanics need to effect us. | |
| | | ~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: The start and spread of civilization. Wed Feb 15, 2012 11:16 pm | |
| - Tenebrarum wrote:
- US_of_Alaska wrote:
- Sciocont comes in.
Lays down the logic.
Leaves.
Problem solved. Like a boss.
Which is good, cause he is one.
Anyway, I think I should make a thread on the severity to which Arbitrary Mechanics need to effect us. I Belgiuming love you guys. | |
| | | Sponsored content
| Subject: Re: The start and spread of civilization. | |
| |
| | | | The start and spread of civilization. | |
|
Similar topics | |
|
| Permissions in this forum: | You cannot reply to topics in this forum
| |
| |
| |