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PostPosted: Thu Jun 01, 2017 8:27 pm 
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Dyson Forest

Joined: Tue Sep 30, 2014 10:01 am
Posts: 227
Constantly updated info for adding government using FOCS using goverment buildings:

The goal is to have some prototype which is playable, shows the mechanisms for and is like an addon - easy to add to the current state of your freeorion.
(I think we dont have enough addon/plugin structure ready, so probably I have to rely on the player merging the code. But it will be scripting only, so compilation is not required.)

The scripting-only implementation branch is https://github.com/agrrr3/freeorion/tree/scripted-government
Im looking for feedback: Players feedback, ideas and comments.
To try: copy the attached current default folders (zip contains default/ with subfolders scripting/ and stringtables/) over to your freeorion folder. Or use the git, Luke.


State of implementation (Overview):
  • One can build governments. Species become unhappy if not represented in government.
  • Defense and foreign policies have game effects.
  • AI doesnt become unhappy and doesnt use the governments at all.

State of implementation (Details):
  • One can build the "Imperial Warlord Constitution" on your capital for choosing warlord government type
  • * One can build the "The Warlords Camp" for warlord government seat
  • ** the DEFENSE function will give malus/bonus on the troops (depending on the seat's species defense troops level)
  • * One can build the "The Negotiators Mansion" for negotiators seat
  • ** the FOREIGN function will give scanning facilities a malus/bonus on detection range (depending on the seat's species detection level)
  • All governments - anarchy, autocrat, democracy, warlord and the council of the wise there.
  • More flexible governments are more expensive (democracy is five times as expensive to build than the autocrat).
  • If the government type/constitution building is scrapped/not there, the function building effects are not activated. Also the function buildings autodestruct (this may change)
  • for human player for anarchy -5 happyness; -13 happyness if having a kind of constitutional government
  • happyness bonus for metabolism representatives +2 per function. bonus +1/function for species representatives
  • the code is nicely decomposed into macros, so additions are easy

Rationale:
In FreeOrion species are important and differentiate the (start/mid-game) experience. We treat species like a single person/entity. If our empire has a government, it would consist of representatives from the different species.

To add more flavor I want to add government slots/positions. For each slot, the player can decide .There are different types of governments one can choose (and switch between). Depending on the government type there are different slots open.

I also think that boni/mali granted should apply to government functions (e.g. military, interior ministry, ministry of education). So a government position encompasses one or multiple functions (e.g. in absolutism there is only one slot encompassing all government functions).

The effects could be multiple, but I think having other species but Trith in the government would scare the shit out of Trith/make them very unhappy.

Implementation challenge:

With FOCS I think its possible to do this. With real coding a much nicer UI would be possible. The policy cards idea could probably also be used to implement such a thing.

implementation on the capital:
One implementation which provides an almost nice interface would use specials on the capital for slots (if your government is warlord you would have one special for the slot for the warlord and one special for slot of the negotiator) and depending on the specials one could build buildings for choosing species (so if no such building exists, for the warlord slot one could build the egassem warlord or the trith warlord or the ...). Problem is that you need to provide a lot of buildings (number of existing roles times number of existing species) so I wouldnt do this.

implementation on species planets:
Instead of having multiple buildings for the different species, one can build the unique building (e.g. the warlord residence) on the planet with the correct species (so if the warlord residence is on an egassem planet, one would have the egassem effects of the warlord).



Nomenclature:
  • Government type - defines which Government Slots are in effect. E.g. Anarchy...
  • Government type building - A building at the capital which defines which Government type is in effect.
  • Government Slot / Position / Role - A collection of government functions like the Warlord
  • Ministry/Government function/Policy - A facet of government like defense, or education.
  • Government Seat - a building which determines which planet's species will take a certain government position (e.g. The Warlords Camp)

For the moment I plan the following government functions:
  • D - ministry of defense (control of outposts: species mali/boni for detection, stealth, defensive troops)
  • E - ministry of education (ease of research for certain topics e.g. the telepathy boon)
  • F - foreign ministry (foreign intelligence, interaction with foreign empires and natives)
  • I - Interior ministry (police, secret service)
  • P - propaganda ministry (happiness)


For the moment I plan the following government types:
  • Anarchy - no government slots
  • Absolutism - a single government slot: overlord[DEFIP]
  • Warlord - two slots: warlord[DEIP] negotiator [F]
  • Council of the wise - three slots: the teacher [EP] the explorer [F] the preserver [DI]
  • Democracy - five slots (one for each ministry)

Todo:
  • Maybe group the labels/effects for happyness boni/mali.
  • Messages/labels for happyness bonus and autocracy/autocrat are missing.
  • Almost all function effects have to be designed.
  • Polishing (graphics for government types and government seats, help greatly appreciated)
  • Polishing (encyclopedia entries for government functions/effects, help greatly appreciated)
  • Probably some upkeep cost for government seats (so democracy is more expensive to keep than others)? Or balance types so that there arealways tradeoffs between the types.

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Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.


Last edited by Ophiuchus on Fri Jun 09, 2017 8:59 am, edited 14 times in total.

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 Post subject: Re: Scripted Government
PostPosted: Fri Jun 02, 2017 12:17 pm 
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Space Dragon
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Joined: Mon Apr 10, 2017 4:25 pm
Posts: 258
Obviously, this is a very interesting topic!


Some concepts that could be added with it:
- "Revolution": the Empire (the player) losses a planet, that can then become (i) a new AI-driven Empire, (ii) part of an existing empire, or (iii) an independent planet like the ones from natives.
- "Government overthrown": the dominating species loss control of the Empire (the player doesn't necessarily loss any planet), the government type could be changed without the player's consent and the one or more species performing the overthrown gets all the slots of the government.
I thought of this two primarily as a con for xenophobic races and/or oppressive forms of government.


Ophiuchus wrote:
having other species but Trith in the government would scare the shit out of Trith/make them very unhappy
This opens some great ways to help balance/characterise xenophobic races.
Other possibilities apart from affecting happiness for empires that start from a xenophobic race:
- Completely forbid non-starting species on the government.
- Increase the chances (if any) of revolution and/or overthrown.

Quote:
unrepresented species get a happiness malus
I'd say that unrepresented species get an (stronger) happiness (as well as other kind of) malus for every kind of government, and democracy would be the less affected by this maluses.
I'd like to make a more complete suggestion about government types with their cons and pros, once I get some free time.

Telepathic species could develop some sort of Hive Mind / Unification (MoO2) government type. Or maybe not just telepathic species, but those that develop some appropriate techs (and then telepathic just can get those way faster, as it is done with Psionics tech).


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 Post subject: Re: Scripted Government
PostPosted: Sun Jun 04, 2017 3:15 pm 
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Dyson Forest

Joined: Tue Sep 30, 2014 10:01 am
Posts: 227
Oberlus wrote:
Some concepts that could be added with it:
- "Revolution": the Empire (the player) losses a planet, that can then become (i) a new AI-driven Empire, (ii) part of an existing empire, or (iii) an independent planet like the ones from natives.
- "Government overthrown": the dominating species loss control of the Empire (the player doesn't necessarily loss any planet), the government type could be changed without the player's consent and the one or more species performing the overthrown gets all the slots of the government.
I thought of this two primarily as a con for xenophobic races and/or oppressive forms of government.

I think this should be handled through future happiness mechanics, so I only change happiness and happiness should effect rebels and so on.

Oberlus wrote:
I'd say that unrepresented species get an (stronger) happiness (as well as other kind of) malus for every kind of government, and democracy would be the less affected by this maluses.

Agree, being represented should be good for happiness. Probably will add a modifier not only for species, but for organism type as well. Question is if anarchy (with nobody being represented and everybody doing ones own business) is bad for happiness or not (cause there is nobody telling you what to do). I am inclined that it is not bad.

Quote:
I'd like to make a more complete suggestion about government types with their cons and pros, once I get some free time.

I'd like to see :)

Quote:
Telepathic species could develop some sort of Hive Mind / Unification (MoO2) government type. Or maybe not just telepathic species, but those that develop some appropriate techs (and then telepathic just can get those way faster, as it is done with Psionics tech).

Actually I think the telepathic learning bonus should only apply if a telepath has the education ministry.

So the concept could mean for some existing species effects that they should only apply if the species has the right ministry.

I also think effects should not be single-species dependent (because there are too many species), but some general properties of species (like lithic, xenophobic, good troops, stealthy, ...). Maybe it would be interesting to introduce more general properties(?) - probably the forums contain such ideas.

At the moment I'm toying with species influencing defensive troops for ministry of defense (especially on outposts).

The foreign ministry could influence detection range for espionage stations (e.g. outposts, or maybe scout ship parts?).

Propaganda should influence happiness mostly.

Maybe extra xenophobic harassment if xenophobs are holding the interior ministry.

A cruel species in the interior ministry should lower happiness.

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Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.


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 Post subject: Re: Scripted Government
PostPosted: Tue Jun 06, 2017 7:39 pm 
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Space Dragon
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Joined: Mon Apr 10, 2017 4:25 pm
Posts: 258
Quote:
For the moment I plan the following government functions:

D - ministry of defense (control of outposts: species mali/boni for detection, stealth, defensive troops)
E - ministry of education (ease of research for certain topics e.g. the telepathy boon)
F - foreign ministry (foreign intelligence, interaction with foreign empires and natives)
I - Interior ministry (police, secret service)
P - propaganda ministry (happiness)


I'd give E also the ability to boost general RPs (depending on the minister's species), not only for certain techs.
I'd also have a Ministry of Industry to boost general PPs or certain kind of production projects (like making colonisers cheaper or even cheaper production techs).

I assume police would affect rebelion chances; secret service would be taking care of enemy spies; and foreing intelligence affects sabotages, tech stealing and extra scouting (i.e. w/o ships nor radar buildings). Am I right?

I noticed influence is missing in that list, who will be affecting influence meters from those slots? I'll say P for influence projects concerning own population as well as cultural domination projects; F for diplomacy and spionage projects; although for the influence-based upkeep thingy (soldiers wages, ships maintenance, etc.) I guess D or the possible Industry Ministry would be the appropriate ones.
The fact that the influence meter seems to span over almost every concept/ministry bothers me. I still think that influence concept should be something better delimited and enclosed, less general.


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 Post subject: Re: Scripted Government
PostPosted: Wed Jun 07, 2017 4:40 pm 
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Dyson Forest

Joined: Tue Sep 30, 2014 10:01 am
Posts: 227
@MatGB Hi Mat, Hi all - i think with the current state of the branch one could have some fun giving it a test ride.
Government mostly lowers the happiness for a human player and gives some benefits. Hope for test feedback.

Info if needed is collected in the original post.

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Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.


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