Thrive Game Development
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Thrive Game Development

Development of the evolution game Thrive.
 
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» THIS FORUM IS NOW OBSOLETE
The start and spread of civilization. Emptyby NickTheNick Sat Sep 26, 2015 10:26 pm

» To all the people who come here looking for thrive.
The start and spread of civilization. Emptyby NickTheNick Sat Sep 26, 2015 10:22 pm

» Build Error Code::Blocks / CMake
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» Hello! I can translate in japanese
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» On Leave (Offline thread)
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» Devblog #14: A Brave New Forum
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» Application for Programmer
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» Re-Reapplication
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» Application (programming)
The start and spread of civilization. Emptyby crovea Tue Jun 23, 2015 8:00 am

» Achieving Sapience
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» Microbe Stage GDD
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» A new round of Forum Revamps!
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 The start and spread of civilization.

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4 posters
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Reign Dance
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Reign Dance


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Join date : 2012-02-04
Age : 34
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The start and spread of civilization. Empty
PostSubject: The start and spread of civilization.   The start and spread of civilization. EmptyMon 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?
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Tenebrarum
Society Team Lead
Tenebrarum


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The start and spread of civilization. Empty
PostSubject: Re: The start and spread of civilization.   The start and spread of civilization. EmptyMon 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.
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US_of_Alaska
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US_of_Alaska


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The start and spread of civilization. Empty
PostSubject: Re: The start and spread of civilization.   The start and spread of civilization. EmptyMon 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.
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Reign Dance
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Reign Dance


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The start and spread of civilization. Empty
PostSubject: Re: The start and spread of civilization.   The start and spread of civilization. EmptyMon 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".
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~sciocont
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~sciocont


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The start and spread of civilization. Empty
PostSubject: Re: The start and spread of civilization.   The start and spread of civilization. EmptyMon 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.
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Tenebrarum
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Tenebrarum


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The start and spread of civilization. Empty
PostSubject: Re: The start and spread of civilization.   The start and spread of civilization. EmptyTue 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?
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US_of_Alaska
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US_of_Alaska


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The start and spread of civilization. Empty
PostSubject: Re: The start and spread of civilization.   The start and spread of civilization. EmptyTue 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.
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Tenebrarum
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Tenebrarum


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The start and spread of civilization. Empty
PostSubject: Re: The start and spread of civilization.   The start and spread of civilization. EmptyTue 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.
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~sciocont
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~sciocont


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The start and spread of civilization. Empty
PostSubject: Re: The start and spread of civilization.   The start and spread of civilization. EmptyTue 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.
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US_of_Alaska
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US_of_Alaska


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The start and spread of civilization. Empty
PostSubject: Re: The start and spread of civilization.   The start and spread of civilization. EmptyWed 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.
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Tenebrarum
Society Team Lead
Tenebrarum


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The start and spread of civilization. Empty
PostSubject: Re: The start and spread of civilization.   The start and spread of civilization. EmptyWed 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.
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~sciocont
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~sciocont


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The start and spread of civilization. Empty
PostSubject: Re: The start and spread of civilization.   The start and spread of civilization. EmptyWed 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.
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