Search found 107 matches

by RonaldX
Fri Feb 12, 2010 1:12 am
Forum: Top Priority Game Design
Topic: Simulating Citizens
Replies: 368
Views: 46720

Re: Simulating Citizens

The Simplest System is Alignment + Species "Damage/Relations" = Allegiance Allegiance + Local Situation = "Happiness" ie effect The only problems with this are 1. No ability to 'fade'/forget effects 2. No Diplomatic interaction So To solve #1.. certain things need to be made meters To solve #2 Dipl...
by RonaldX
Thu Feb 11, 2010 5:12 am
Forum: Top Priority Game Design
Topic: Simulating Citizens
Replies: 368
Views: 46720

Re: Simulating Citizens

Wow.. that's a lot of posts since last night. A few quick things: * I agree that there is no pressing need for a long term memory of most happiness/allegiance/alignment factors. * I believe that changes to happiness/allegiance for special events such as a planet takeover or homeworld loss can be han...
by RonaldX
Wed Feb 10, 2010 5:40 am
Forum: Top Priority Game Design
Topic: Simulating Citizens
Replies: 368
Views: 46720

Re: Simulating Citizens

I really wish we had a chat function on here. Maybe there is one and I just havn't looked for it. Edit: I failed at reading your post properly. I understand you better now. And yeah, I agree with the major points of the system. Essentially what I'm going for is a really simple calculation that defin...
by RonaldX
Wed Feb 10, 2010 5:02 am
Forum: Top Priority Game Design
Topic: Simulating Citizens
Replies: 368
Views: 46720

Re: Simulating Citizens

Any event that affected Allegiance instantly or affected the Local conditions instantly, would also affect Happiness Instantly... because Happiness=Allegiance+Local (indeed Allegiance and Local themselves would just be sums of their components) I want to make sure I understand this, because I do un...
by RonaldX
Wed Feb 10, 2010 4:21 am
Forum: Top Priority Game Design
Topic: Simulating Citizens
Replies: 368
Views: 46720

Re: Simulating Citizens

Everything regarding Ethical Compatibility I follow everything up to here. I don't really see a need for a growth value, all of the things you have set as factors in growth could simply be set as factors in an integer target value, but I understand what you're getting at. The reason I don't like gr...
by RonaldX
Wed Feb 10, 2010 1:00 am
Forum: Top Priority Game Design
Topic: Simulating Citizens
Replies: 368
Views: 46720

Re: Simulating Citizens

It may be simpler in that there are fewer steps, but I don't think that it would be any easier for the player to grasp. Admittedly, there isn't the same obvious need for species empire alignments as there is for ethical compatibility alignments, since displaying "+2 to Eaxaw allegiance" is no more ...
by RonaldX
Tue Feb 09, 2010 6:06 pm
Forum: Top Priority Game Design
Topic: Simulating Citizens
Replies: 368
Views: 46720

Re: Simulating Citizens

Labeling this measure as a "second imperial alignment" i believe unnecesarily confuses things. It's not really that similar to the original aligment scales. I disagree; I think it's very similar. Ethical compatibility alignments take everything that affects allegiance which is related to a species'...
by RonaldX
Tue Feb 09, 2010 4:00 am
Forum: Top Priority Game Design
Topic: Simulating Citizens
Replies: 368
Views: 46720

Re: Simulating Citizens

Detailed example I fully understand what you're getting at here. The only significant difference proposed sets things up slightly differently in terms of what "target" and "current" values are defined as. In your system, a "target" value is the sum of any permanant effects, while "current" values a...
by RonaldX
Mon Feb 08, 2010 9:49 pm
Forum: Top Priority Game Design
Topic: Simulating Citizens
Replies: 368
Views: 46720

Re: Simulating Citizens

Edit: Post irrelevant. Question answered below.

-Ty.
by RonaldX
Mon Feb 08, 2010 8:23 pm
Forum: Top Priority Game Design
Topic: Simulating Citizens
Replies: 368
Views: 46720

Re: Simulating Citizens

I am suggesting that Happiness be a Composite value like mineral production =Allegiance of species to owning empire (which changes instantly when a planet changes hands) + 'Local status' 'Local status' would be a 'tracked value', ie its current value depends on its value last turn 'Allegiance' woul...
by RonaldX
Mon Feb 08, 2010 6:46 pm
Forum: Top Priority Game Design
Topic: Simulating Citizens
Replies: 368
Views: 46720

Re: Simulating Citizens

A species' ethical preferences will be either extreme (the more bloodthirsty the better, or the more pacifistic the better) or neutral (it doesn't matter how bloodthirsty or pacifistic you are). Species won't have a preference for a "Bloodthirstiness of 60" for example, where anything more or less ...
by RonaldX
Mon Feb 08, 2010 4:08 pm
Forum: Top Priority Game Design
Topic: Simulating Citizens
Replies: 368
Views: 46720

Re: Simulating Citizens

These values are used in the following way #1 Empire Ethos values... displayed as 'empire Ethos values'.. actions that affect them are displayed as doing so #2 Species-Empire Allegiance Value, are displayed, actions that affect "Empire relations" values are displayed as affecting "Allegiance" [sinc...
by RonaldX
Mon Feb 08, 2010 5:40 am
Forum: Top Priority Game Design
Topic: Simulating Citizens
Replies: 368
Views: 46720

Re: Simulating Citizens

I understand the difference between Empire Alignment and Species Ethos, but I see this as a complication because now you're struggling to compare apples to oranges (while the apples are also being affected by grapes, cherries, and marshmellows). If your actions are tied to ethics, and species react ...
by RonaldX
Mon Feb 08, 2010 4:54 am
Forum: Top Priority Game Design
Topic: Simulating Citizens
Replies: 368
Views: 46720

Re: Simulating Citizens

But anyway, i don't think you've cleared your head from MoO2 assumptions yet on this topic. You proposed that it should be an option for an empire to have equality between the species. If so, what sense does it make for the inital species' ethos to be the only one that matters? There are some incon...
by RonaldX
Sun Feb 07, 2010 7:24 pm
Forum: Other Game Design
Topic: Player Fleet / System Battle Authorization
Replies: 49
Views: 1607

Re: Player Fleet / System Battle Authorization

No, MoO2 and 3 both had multiplayer -- going by the internet I don't have access to the games at the moment. You're correct.. I never played MoO3, but 2 had a multiplayer option which I just tested in hotseat mode.. The turns are separated by player and do not occur simultaneously. I can't speak fo...