That's the most substative difference. But also a lot of details that i was hazy on in that previous post are now understood and (hopefully) decribed more concretely. Perhaps i should have highlighted the difference, but i thought a compare/contrast to a proposal made many weeks ago would just confuse.Geoff the Medio wrote:It's hard to keep track of all the details, but it seems like the essential difference between your latest posts and your earlier system is that in the latter design, the only thing that determines a species' "allegiance" to an empire is the empire's alignment ratings and the species' priorities and preferences for those ratings. Is that accurate?eleazar wrote:seveal long posts
Tracking, as a player or programmer, which happiness-modifying effects are "empire wide" and which are "local only" seems needlessly complicated.[/quote]There's nothing speficic in the proposal about how happiness information should be presented to the player, so i'm not sure how you can conclude it is too complicated for them.Geoff the Medio wrote:...when a planet changes hands two values are compared: The empire-wide target happiness of the species for the old empire (which includes allegiance), and the same values for the new empire.
The description may be awkward, but as for the idea itself, i don't see how it could be made more simple, without slashing function that's been assumed for ages. Some causes effect the happiness of all the members of a species within an empire, while other causes effect the happiness of only the citizens of one planet. Some causes effect the happiness of a species permanently, or at least until the cause is removed, and some causes have an effect on happiness that fades with time. It's not a new idea, i'm just the first one to break it all down.
Local happiness (assuming neutral is 0) is simply the sum of the empire-wide causes of happiness and the local causes, if any.
I'm not sure what exactly you are suggesting, either:Geoff the Medio wrote:What would be wrong with: When a planet is captured, the change in current happiness of the planet is determined only by the relative degree of alignment agreement between the planet's species and the two empires involved? Rephrased: current happiness goes up if the species has higher allegiance to a new owner, and goes down if the species has lower allegiance to a new owner.
Target happiness of a planet would always be determined by a combination of allegiance (which is derived from alignment factors and species preferences) and whatever other effects act on the planet. If a planet was captured, this might change the target happiness due to a different set of effects now acting on the planet, just like researching a tech or creating a building could add or remove effects.
1) that a different value should be used to calculate the citizen reaction to the change of rulers, or
2) that there should be no citizen reaction to a change of rulers, but instead their happiness gets recalculated for their new situation, or
3) that happiness in general should be calculated differently
Answer to 1) The difference between that, and what i've proposed, is that i'm comparing a difference value than "allegiance"-- one that takes into account a few more important items. Though Krikkitone wants to change the terminology so that the value used take the label of "allegiance", but for now i'll stick to the terminology in my proposal. It seems sensible to take into account all the permanent factors that effect a the happiness of a species as a whole in an empire, so i've keyed it to the empire-wide target happiness modifiers, which includes the rank of a species, i.e. weather is slave, citizen or aristocracy.
Answer to 2) The conquest of a planet seems like the most compelling time for citizen to react. A bump to the local current (not target) happiness, nicely induces temporary rioting if they don't like the change
Answer to 3) Um, you'll have to explain more specifically what you have in mind.
A "bloodthirsty" species is happiest when you are a war with everyone. A "pacifistic" species (passive is a different concept) is happinest when you are at war with no one. I think most viable strategies fall roughly in the middle of those two extremes. It's not expected that a player can maximize the happiness of a species through an entire game.Geoff the Medio wrote:That said, it may be that "passive", if included, would be a particulalry inconvenient racial trait, in which case it would likely be counterbalanced by benefits for that race.
I think the only one that is confused that useage is you. If we can't call a scale with a current value and a max/target value, that is in fact identical to things called "meters" except that it isn't attached to an "object", what are we supposed to call them?Geoff the Medio wrote:So, using "meter" to refer to any gameplay-relevant statistic could be confusing for content creators or players (if the latter see the term at all).