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Showing posts from June, 2014

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 o…

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.

Implementation of the required technosciences data into the products' data structures.
Done. It was already the case but I forgot to complete the log...Implementation of the required technosciences data into the infrastructure's data structures.Implementation of the dynamic layer subsystem (including the user's interface update).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 mai…

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 p…

[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:

FARC.rds.techtree.odg

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 l…