Alpha 10: Training Methodologies

Since I working on the design of the Instruction and Training (IT) rules with the goal to complete them and implement them into this alpha 10 I can say some words about it.

In each race, which for reminding are humans, clones and artificial intelligences, and their ethnic groups there are different categories of population. Some are basic some are more specialized in particular domains. The IT rules have for use to simulate the transition of parts of a population from a category to another one and, for the most common case, from the basic categories to more speicalized ones.

I reduced the micromanagement by two ways: first, the training methodology (TM) employed by a faction is precisely faction-wide. So there's is only one data at the faction level to determine which one is used in all the faction's colonies. Two, the system of repartition is entirely automated and doesn't need any input from the player/AIs, but they can override occasionally the system for an emergency or force it for strategic purpose.
I wanted at the start a system of priorities with some sliders as for sole user's interface, but managing it for each colony would be a boring chore.

There are 7 TM that affect training and instruction speed. They also can affect other things like in the socio-political matrix or the research and development system but I will not explain these details in this post. The list below describe each method.

  • Human to Human: the most ancient form to pass knowledge and train students. Doesn't require any particular technology even if it can use some equipment to support the method. It is the most basic method and is applied by default.
  • Brain Enhancement Drugs: this method is basically the Human to Human improved by the distribution to students of brain enhancement drugs. These have for usefulness to reduce the training time and are also not without any side effects.
  • Cyber-Teacher: use the help of non sentient AIs (as a minimum) to replace the human interaction. It regroup the knowledge of a database with the explanations and support of a dedicated artificial intelligence.
  • Accelerated Life Simulation: this method is inspired from a sci-fi story I read some years ago. It combines virtual reality with a full scale neuro-stimulation permitting to give accelerated "real" experiences to the student, so he/she practically learns by experiencing fast forward different life situations. This method a big step from the precedent one.
  • Hypno-Education: method to "inprint" knowledge into a student's brain set in a state of deep hypnosis in a non-invasive way. It doesn't provide a complete understanding but sort of "bury" the basics that become natural to the student.
  • Direct Brain Training: this method uses of a direct neural interface to directly upload knowledge to the student's brain. It doesn't spare him/her to train and experiment this new knowledge. Compared to hypno-education, it is an invasive way.
  • Hive-Learning: this method is for the clone and AIs race only. It allow a transfer of knowledge among single-minded brains, the distribution is quasi in realtime.

That's all for now.

Alpha 10: Level 1 and 2 Done. Products Done.

The entire technosciences of level 1 and 2 are now in game and that make 46 of them. Some details in their data will expand with time, especially in what they affect.
The plan stay that I will implement the level 3 and 4 too.

  1. Implementation of the required technosciences data into the products' data structures.
    Done. It was already the case but I forgot to complete the log...
  2. Implementation of the required technosciences data into the infrastructure's data structures.
  3. Implementation of the dynamic layer subsystem (including the user's interface update).
  4. Implementation of research & development subsystem (including the user's interface update).
These last month I was in slow dev mode for some reasons, but back on track for more regular dev. In fact I passed also much more time into the game design than I thought; I had to cleanup a stack of old documents, from the previous iterations, and see if there were some information to recover from these. These docs concerned mainly the technosciences. So by this way, no previous work has been done in vain.

With the implementation of the research & development system (RDS) I will be able to finally show you some screenshots.

For the game design I also had to update the part of the population's instruction and training, because obviously this subsystem is linked in for some part to the RDS. It's not entirely completed but a progress has been made.

I will certainly also update the population in FARC with the three, multiethnic, races; the humans, the clones and the artificial intelligences. Only the basis of these, required for the RDS, will be implemented but that was one to-do item far posterior to the alpha 10 that was planned.

Stay tuned and thanks as always for your interest in this project.

Alpha 10: Research Aspects

Like the colonies, factions have already some data as for example the cohesion, tension, education, birth rate and health modifiers that affect all the colonies of a faction, or the bureaucracy and corruption levels.

With the implementation of the research & development, there is an additional set of data; the research aspects. There are also modifiers to indicate the strength and weaknesses of a faction's population at large concerning its mentality, culture and ideology that can affect the discovery outcome of particular technosciences. As an example, a very creative but not very social population will be more able to discover new practical technologies and creating new forms of art than to discovering new social way and means or developing the political engineering. These research aspects affect also which products, infrastructures, equipment modules and SPM items that are unlocked. It's again another complicated (convoluted?) thing in FARC which has only one goal; to provide some variations in what a faction is able to research, to think and to produce.

There are 4 of them in all: Creativity, Social, Curiosity and Adaptability.

These aspects are affected by the SPM memes and policies, the unified method of instruction used by the population of each colony, the discoveries if any and the standard events.

[ADDON TO]Alpha 10: Additional Items of Influence

Here's the ODG file of the entire tech tree, if you ever want to see this mess:


Headache pills not included ;)

You can open the file with OpenOffice or LibreOffice.

The research domain Culture will not be implemented until a long time so you can forget it for now.

Alpha 10: Additional Items of Influence

Initially the Discovery Probability (DP) of a technoscience (TS) was mainly influenced by the mastering of its related/child TS. Now additional items of influence are also added to it and there are of three possible kind:
  • standard events can be included in this list without any limitation in the number. The only limit is that only the Undiscovered Areas event type is used. So that means that a DP of a technoscience can also receive a boost by a discovery; as for example the survey of a black hole that can boost Black Holes Science.
  • a policy can influence a particular TS if it is enforced.
  • an adopted meme by the population can affect a particular TS and is dynamically adjusted according to the meme's Belief and Spread Level.
I also finally completed the transfer of all technosciences' data and the destruction of the old and deprecated documents. Actually the entire tree has at least 180 technosciences and theories.

So now I'm going to continue to implement technosciences of level 1 to level 4 or 5, implement the R&D influence onto the infrastructures and finally develop the research & development system.

Late as usual :)