Showing posts from 2010

Last lap for the 0.4: SPM phase

Well, at first, happy xmas and new year 2011 :)

I've began the Socio-Political Matrix (or SPM) phase implementation since today.

This phase occurs on the 1st day of each month, for all the factions, and do the following:
Reduce the duration of all rejected policy by 1 month.Test the policies requirements and remove the policy if one requirement is not metFor memes, update the belief level (BL) and the spread value (SV) + calculate and process the meme's modifiers and custom effects I also done some change in the SPM system: enforced policies doesn't have a duration (like for unique policies) excepted when they are rejected and retired.

I take also in account the cost of each custom effect of each policy/meme.

Policy Enforcement is finally completed

And i'm happy for that :)

It's also now possible to change of political, economic, healthcare and religious system.

The government details is also updated by displaying these 3 last system data in the political structure of the UMI.
I need now to implement the over time processing or SPM phase and the 0.4 is completed :)

Policy Enforcement Completion (or nearly of...)

The confirm policy is now completed, so the policy enforcement is completed excepted for unique policies (those where only one can be set by area, like political system for the ADMIN area or the economic system for the ECON area) that is in work-in-progress yet.

A 17th SPM item has also been implemented: the Eugenics policy.

Policy Enforcement update

The Retire option is now completed, the player can cancel an enforcement, which can occurs a possible Cohesion penalty for the colonies.

The Confirm option is in WIP, for also apply a possible penalty, set the policy and apply it's global modifiers to all colonies.

Also 16 SPM items (policies and memes) are now implemented, the two last are Decelerationism and Free Market, for the Economy area.
After that i'll need to implement the over time process of the policies/memes and the basic sub-system of the custom effects, and the 0.4 release will be done.

COMPLETION: Policy Enforcement Process

The process for enforce a policy is now done, it's the first step of enforcement which has 2 steps:
1/ The policy enforcement: which generate the result of the enforcement, as you can see on the 2 examples screenshots belows:

The text try to give an idea to the player of the result of the enforcement in case of a 50% probability before he/she applies the policy.

2/ The enforcement processing: occurs when the player click on Enforce Policy, it gives the enforcement result, the possible penalties and the policy duration.
At this step, if the policy is accepted or even reject the player can chose Enforce or Retire Policy. This last choice is useful when a policy isn't well accepted by the population and allows to avoid too harsh penalties for enforce it, even if in some cases to retire a bad received policy occurs some penalties too.

Penalties only concerns the Cohesion data of the colonies.
You can see this step 2 in the 2 following screenshots:

 It can seems to be complicated b…

Policy Enforcement: policy requirements tests and list completed

The policy requirement list is now complete and can display all possible type of requirements by warning the player if a requirement is fulfilled or not. There can be a margin for a type of requirement like: the requirement of X is 50% but the player has 40% in X, so there's a applied penalty to the acceptance probability.

The total requirements penalty is now also displayed.

Here's an updated screenshot:

For now there's 4 type of requirements based on: infrastructure, faction's data, technosciences and universal credits (the currency in FARC universe).
They will be expanded in future developments.

That's all for now :)

first post

Well this blog will be my dev journal w/ news about FARC and WIP screenshots.

I currently work on policies enforcement, and more especially the policy's requirements test results.
Here's a WIP screenshot: