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Topic:   Technology System Version 5.2 Format for Better Printing
Lord God Jinnai
Prince
Arnold, Mo 63010
Sep 1999
posted August 05, 2000 17:21   Click Here to See the Profile for Lord God JinnaiClick Here to Email Lord God Jinnai  send a private message to Lord God JinnaiSend a Message to UIN: 57262757 Visit Lord God Jinnai's Homepage!
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I think we shouldn't have differn't versions of various models, with maybe a few exception, tech model isn't one of them. However, working on altertatives to show how it might be better and combining them to make 1 good model is fine. In the end, i think 1 underlying model with flexibility for various scenerio designers is the key. There is such as thing as 'too many choices.'

Anyway I was thinking about something....something which F_Smith said and got me thinking...

The core idea comes from many of the fantasy books/games i read/play. In many cases the wizards and whatnot are seperate entities like religions, not beholden to any civ in general. I was thinking we could do a variation on this idea for the tech model.

Of course over time, if a civ can develope its own technology, this entity's power will erode or even disappear unless it to innovates. Right now, all tech is handled via the civ. I'm just saying this as a possinbility to add depth. I mean you have this groip who sell items to you for profit for them to develope better weapons and items. They also would have great sway in tech developements of every civ to make sure no one threated their superiority.

Whatcha think?

Mark_Everson
Clash of Civilizations
Project Lead

Canton, MI, USA
b.02-15-99
posted August 05, 2000 17:28   Click Here to See the Profile for Mark_EversonClick Here to Email Mark_Everson  send a private message to Mark_EversonSend a Message to UIN: 30578681 Visit Mark_Everson's Homepage!
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Hi Gentlemen:

Might I suggest that the dueling systems here seem to differ in only one regard, the span of geography over which technology is considered the same. I propose that both models can be coded simultaneously. At least as far as I can tell the same methods would be used, it just depends how much you aggregate things before calculating RPs, and the hunk' o' geography to which you ascribe a Tech object. When the basics are coded, it would only be the matter of a few hours to put in the switches necessary to handle the technology system at any of the civilization, province, or map square level. Can we agree that that's a smart way to start out?

My personal guesses that we will then find out that anything lower than the province level for handling tech is prohibitively expensive in terms of clock cycles and memory usage. But, F. Smith, if you want to spend the time modifying the code, it's only potentially your wasted time.

LGJ:

I don't think there would be anything stopping us from tacking on that sort of thing at a future date. Right now, though, we don't even know for sure if the basics of the system work, so it seems premature to talk extensively about this.

Lord God Jinnai
Prince
Arnold, Mo 63010
Sep 1999
posted August 05, 2000 19:10   Click Here to See the Profile for Lord God JinnaiClick Here to Email Lord God Jinnai  send a private message to Lord God JinnaiSend a Message to UIN: 57262757 Visit Lord God Jinnai's Homepage!
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Actually I don't think it should be very hard. It could be based off corperation/guilds in the Economic Model when that part is done.

Hell, we could expand it beyond to military for groups like SeeD in FF8 that are an orginized military mercanary force. We could really enhance a game with this idea. I mean many models could have a counterpart that is its own seperate entity(entities) that work outside civ control and have their own agendas. Hey we could even spruce of GWRs with this.

Illmuri
Settler

Aug 1999
posted August 05, 2000 19:19   Click Here to See the Profile for Illmuri   send a private message to Illmuri
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Idle thoughts:
-
I know its a bit old by now, but what was decided on roads helping tech etc? If you dont want them to just make road after road and abuse it, have it find the max amount of RP to take in, then shave off a % from certain areas if they dont have good communication (roads, etc). Building roads just gets you back to full, but after that you just have infrastructure in place doing nothing but givin your troops somethin to do (a useful tactic in peacetimes, but that last bit on troops is just rambling).
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Oh my, go axi go! Axi is a role model to all. Good job!
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Well, I had more ideas, but I actually went through and read the threads, answering questions etc. Most ideas have been forgotten by now *doh*
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Im not sure about small civs and big civs and how many RPs they get, but civs that fall behind should get a bonus. That post on comunication with another civ and proximity etc was right on. If someone has more tech, being close to them should up you RP collection (suppose its just from the fact that you have an idea what you want to learn, and work towards it, much faster than accidently findin it).
-
Ive seen a lot on not everyone adding to reasearch because of communication, but what about the other way? I mean, unlike civ, where you find "computers" and bam, everyone knows it, it took time for computers to be in "every" home etc. So if it fits somehow (this is just a rough idea, and not tailored to this specific game), maybe they find something new, levels go up, whatever, and over time, the benefits from it could go up, depending on other things (I sure use too many commas). Like having a nation that has many good horsemen (Mongols), they didnt start that way, over many years though, the horses helped cause they used it.
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Hmm, most of these thoughts arent really thought out, I have the bad habit of making things up as fast as I type.
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That fits in on that little post on people with better cavalry than others, I suppose you could implement this if you can think of a way.
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Im not a programmer, and Im just a little kid in high school, so I dont have years of studying history etc that would really help me on making intelligent contribution.
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I hope I havent just wasted your time on this, and maybe some little detail hasnt been suggested (I havent quite read all on tech, going to next).
[This message has been edited by Illmuri (edited August 05, 2000).]
Lord God Jinnai
Prince
Arnold, Mo 63010
Sep 1999
posted August 05, 2000 19:49   Click Here to See the Profile for Lord God JinnaiClick Here to Email Lord God Jinnai  send a private message to Lord God JinnaiSend a Message to UIN: 57262757 Visit Lord God Jinnai's Homepage!
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quote:

Originally posted by Illmuri on 08-05-2000 07:19 PMI know its a bit old by now, but what was decided on roads helping tech etc? If you dont want them to just make road after road and abuse it, have it find the max amount of RP to take in, then shave off a % from certain areas if they dont have good communication (roads, etc). Building roads just gets you back to full, but after that you just have infrastructure in place doing nothing but givin your troops somethin to do (a useful tactic in peacetimes, but that last bit on troops is just rambling).
The way roads will help the tech system is to increase rp production because of better communication and transporation from point to point, mainly cities and other strategic locations. That means you can go out and build all the roads you want, affecting the enviorment in a negative way and do sh*t after you got the best routes to and from each place taken care of, but hey, no ones stopping you!
quote:

Originally posted by Illmuri on 08-05-2000 07:19 PMWell, I had more ideas, but I actually went through and read the threads, answering questions etc. Most ideas have been forgotten by now *doh*
Yeah, hate when that happens...Anyway no rush. I doubt we'll have a breakthru tommorrow, maybe the next day though
quote:

Originally posted by Illmuri on 08-05-2000 07:19 PMIm not sure about small civs and big civs and how many RPs they get, but civs that fall behind should get a bonus. That post on comunication with another civ and proximity etc was right on. If someone has more tech, being close to them should up you RP collection (suppose its just from the fact that you have an idea what you want to learn, and work towards it, much faster than accidently findin it).
If you mean it should because of communication and the eventual spread of technology, yea that's already taken care of. However, just because 1 civ is seen as more advanced doesn't ness. make the lower-tech civ want to spend more on its advancements...this depends on the ethnic/religious modifiers as well as politics.
quote:

Originally posted by Illmuri on 08-05-2000 07:19 PMIve seen a lot on not everyone adding to reasearch because of communication, but what about the other way? I mean, unlike civ, where you find "computers" and bam, everyone knows it, it took time for computers to be in "every" home etc. So if it fits somehow (this is just a rough idea, and not tailored to this specific game), maybe they find something new, levels go up, whatever, and over time, the benefits from it could go up, depending on other things (I sure use too many commas). Like having a nation that has many good horsemen (Mongols), they didnt start that way, over many years though, the horses helped cause they used it.
Already taken care of...or well atleast we plan to. I believe it has though.
quote]Originally posted by Illmuri on 08-05-2000 07:19 PMIm not a programmer, and Im just a little kid in high school, so I dont have years of studying history etc that would really help me on making intelligent contribution.[/quote]Everyone's welcome to express there opions. All we ask is read the models and current discussion so you know what's going on.
Richard Bruns
Prince
NC, USA
Nov 1999
posted August 06, 2000 21:07   Click Here to See the Profile for Richard BrunsClick Here to Email Richard Bruns  send a private message to Richard Bruns
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F_Smith: The tech level indicated by the technology model is not meant to represent the infrastructure or systems in place in a province. Rather, it represents the best knowledge available to the civ. Certain provinces can have an actual tech level A that is different from the ideal tech level T. A approaches T as more capital is invested in the province, and if there is no investment the province will fall behind the rest of the civ. This is handled in Mark's economic model; you can look in the economic thread for more information.

So, the current system already models differences in the technology available in a province. And if the economy is run at the square level like Mark proposes, these differences will also appear in the mapsquares. It is the economic model, not the technology model, that currently determines how good the actual systems in the province are. Making a new tech model that handles square diffrences will probably only confuse things and make problems for the economy model.

LGJ: We could easily have guilds and corporations do research on their own. I believe we already have plans for dealing with such entities, and having them sell technology would be a great addition. Mark is right, however: we should worry about such bells and whistles later.

F_Smith
Prince
Austin, Tx 78728
May 99
posted August 07, 2000 10:38   Click Here to See the Profile for F_Smith   send a private message to F_Smith
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Richard:

Your system is fine.

And yes, we're modelling the same things. Just using different methodologies. As with all things, the difference is in the details.

I am afraid that your system will take a long time to code unless it is broken down into components. I'm not sure I can explain the reasons why without resorting to technical mumbo-jumbo, so I'll just leave it at that.

But it can be coded. And it will probably be fun. When ya'lls programmer has it ready, I'd love to play with it.

I just have a different approach, that will turn out a different product. And since one of the biggest strengths of using a 'component' architecture like we are is that you can easily 'plug and play' different versions of a system (that 'flexibility' that ya'll are wanting so badly).

Richard Bruns
Prince
NC, USA
Nov 1999
posted August 07, 2000 18:30   Click Here to See the Profile for Richard BrunsClick Here to Email Richard Bruns  send a private message to Richard Bruns
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F_Smith: I am not trying to criticise you; I ask this because I want to learn: What is the difference between the current system and what you want, and why would the current system be hard to program?

It seems to me that I have already programmed the core of the tech system by making the spreadsheet. If someone turned my spreadsheet into Java code and added an interface, it would be done. We would still need to code the RP generation and the effects of the tech levels, but I believe that will be easy compared to what we have already done.

I can e-mail you the spreadsheets. Could you look at them and then tell my why it would be so hard to make Java code that did the same thing?

Richard Bruns
Prince
NC, USA
Nov 1999
posted August 08, 2000 09:38   Click Here to See the Profile for Richard BrunsClick Here to Email Richard Bruns  send a private message to Richard Bruns
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Changes in the economy model have forced us to change the technology model. The economy model is now being run at the mapsquare level and the player will have the ability to shift province borders at will. This means that we can no longer use a RP production and diminishing returns system based on provinces.

Squares in a single province can now be radically different, so we cannot use average province infrastructure as a basis for RP calculations. However, the biggest problem is that if players can shift province borders, they can manipualate teh diminishing returns system to their advantage.

It will be easy enough to calculate RP's by square, although the CPU might not like it. Each square will now generate tagged RP's for every technology tag we include in the game. The number of RP's produced will depend on the activities and infrastructure in the square.

The biggest problem is creating a new diminishing returns system. The former province based diminishing returns plan gave very good results, but I believe it would be impractical to apply it to the squares. The computational load would be immense, and a very small variation in the diminishing returns number would have a huge impact on RP production. We must find a new plan for diminishing returns or RP production that ensures that a small civ with good infrastructure will do better than a large, underdeveloped civ.

F_Smith: This is your opportunity. Your ideas now have a very good chance of being put in the main tech system. I haven't been able to come up with a good square based RP plan, and you seem to have one. I don't understand exactly what you are planning to do, so could you explain it carefully so I can see if it can be included?

F_Smith
Prince
Austin, Tx 78728
May 99
posted August 08, 2000 11:01   Click Here to See the Profile for F_Smith   send a private message to F_Smith
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Hi, Richard:

Hey, don't worry, I don't take this as criticism at all. You can probably tell by now I'm one of those fiery types that loves a good, heated debate and I try never to take anything personally.

We're just hashing out ideas, here.

1) This thing about changing province borders is a good example of what I've been trying to say.

Upon analysis of the entire proposed game, there are a dozen things that will have to be done at the mapsquare level. Therefore all other systems will have to follow this pattern, for the sake of organization. Changing province borders is not the only one, or even the most important one.

2) Re: Spreadsheet prototyping . . .

Okay, this is a massively huge topic (what goes into programming a game?) but I'll try and be concise.

The single most important task in writing a program is to organize *all* the data the program will use.

Consider keeping data at your office. Without some sort of system (alphabetized files by company name, say) that data is going to be hard to use. You can just keep piles on your desk, which will work fine for you under many circumstances, as long as it isn't too much data, too many files. But that will not 'scale', so to speak -- there is no way you can expect someone else from another department (model, in our case) to efficiently use that raw data.

So when designing a program system like a tech system, the very first goal has got to be organizing that data. And this organization must fit into the organization system of the larger program (your files should be stored with the rest of the company files, so everyone can use them).

Now we have all that data availabe to all parts of the program.

Next we must make some decisions on when and where the data changes will take place, when changes are called for. In our game, this will happen in 'TurnHandler' classes. The structure of those classes is not yet set. I know of three ways to do them, and I'm not sure which will best suit our needs. Only testing all three will answer that question.

So after organizing the data and laying out the tech turnhandlers, *then* we come to the part of the design you're working on with your spreadsheet -- the 'business rules' (or, in our case, the 'game rules'). The specific calculations in that turnhandler code.

That's where your spreadsheet comes in.

But there's one small problem -- without doin the data organization first, you might make some major mistakes in assumptions of what data would be available. You might use data that won't be available, and you might fail to use data that *is* available because you didn't know it was there.

Which is what has happened, I believe.

As I've said before in another thread -- unless you've designed steps one and two (the 'data model' and the 'controller/middle-tier'), modelling with a spreadsheet is almost always going to lead you astray, and cause more harm than good.

So to sum up:

OOD is a 'filing' system for program objects. Ya'll were trying to build a massive data-driven system without ever 'filing' the data. In my experience, that is a doomed excersize.

3) What I try to do is analyze the data structure and then allow a system to develop from that, instead of the other way around. That always produces the cleanest, fastest system possible. I would indeed have mapsquares handle their own tech calculations.

There are many tricks we can use to get around the 'clock cycles' problem, so I wouldn't even worry about that. The rule is that "don't make changes in your design for performance purposes unless everything else fails".

In our case, with a turn-based system, there will be tons of time between turns to 'preprocess' the next turn's results. We save the game state at the beginning of a turn, then when a player issues orders like pouring money into research, or whatever, during his turn, we pre-compute the results *IMMEDIATELY*. While the player is taking the rest of his turn. In the background.

This trick, and others, should allow us to get as complex as we need to. If testing proves it's too slow, we can easily make changes at that point. More easily than we can now.

4) I'll go more into my specific ideas for a tech system, and go thru my OO analysis and design of that system, in a few weeks. I'm almost done with the social and govt code, so I'd like to put that out tonight or the next and have ya'll debug/flesh out the system. Economic class info, job info ('Social Classes' like 'Military Class' and 'Religious Class' are, in fact, profession data), and 'power structure' are now in the code. It doesn't save or load yet, that will be another night or two.

I can now control (actually, 'negotiate') a govt's policies. Ya'll should enjoy playing with this.

One or two more nites . . . after that, I'll work in the 'tech' code.

roquijad
Clash of Civilizations
Government Model

Santiago
Nov 1999
posted August 08, 2000 21:57   Click Here to See the Profile for roquijadClick Here to Email roquijad  send a private message to roquijad
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Since Richard has invited all model leads to present a list of the techs each model needs, here's mine for the govt model.

In essence I only need "ideologies", which are nothing but "govt types" (monarchy, democracy, etc). The exact list of ideologies is unimportant for the moment and you should imagine there will be around 20 of them. I've some ideas to determine how RP's are procuded to feed ideology-techs, but let's leave that discussion for some time in the future.

What I also need from the tech model is a couple of measures (not techs). First, an Overall Tech Level (OTL), that would be a sort of average of all tech levels in order to know how advanced a civ is. Second, a Communications Tech Level (CTL), that would be a measure of how easy is for people to communicate and should be a sort of average of all techs related to transportation (railroad, sailing, etc) and communication (press, internet, etc).
[This message has been edited by roquijad (edited August 08, 2000).]

Richard Bruns
Prince
NC, USA
Nov 1999
posted August 08, 2000 22:04   Click Here to See the Profile for Richard BrunsClick Here to Email Richard Bruns  send a private message to Richard Bruns
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Thank you for the explanation, F_Smith. It was very helpful; I finally understand why you have been bugging us for the past few months. So, as you look at the system, could you see if there is a way to salvage all of the work we have already done? I like the system a lot and almost everyone else does too.

Do you have any general principles I should keep in mind as I work on my other models? I want to make sure they can be coded easily.

Richard Bruns
Prince
NC, USA
Nov 1999
posted August 08, 2000 22:20   Click Here to See the Profile for Richard BrunsClick Here to Email Richard Bruns  send a private message to Richard Bruns
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Roquijad:

The government type techs can be done, but they might require a bit of tweaking. I'll outline the way they would be done under the current plan, so you will know if the procedure needs to be altered.

The tech level associated with a government would describe how well that government runs the country. So, a Level 60 Despotism might be better than a Level 30 Democracy. The tech level would increase as you gain more experience with that government type. Like any other tech you don't use, you would lose tech levels in government types you are not using. Helper techs would be things like Philosophy and Management.

This means that there could be big problems if you switched government types, even if the new type was "better." Your inexperience with the new government type (lower tech level) would offset the advantages of that new type. If your country was Communist with a tech level of 90 and you switched to Democracy with a tech level of 50, you would have some serious problems as the low level Democracy will not do as good as the high level Communism. This is exactly what happened in Russia.

The CTL you request is already a feature in the system. The Communication technology tag should work for what you need. We will also have technology tags for every other major civilization function.

The OTL should not be a problem to implement. I think we would have done it anyway for scoring purposes.

I hope this helps. By the way, thank you for noticing and responding to the request thread.

F_Smith
Prince
Austin, Tx 78728
May 99
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Richard:

Thanks for putting up with my ravings, but I just can't help myself. I was born without a brain.

Actually, the beauty of this approach is that you don't have to change a thing. The more efficient 'behind the scenes' storage system should not affect how you analyze and model things.

The only suggestion I'd make to ease coding is to try and think in terms of designing 'components' -- low-level pieces that quickly and easily recalculate themselves when and only when necessary. Single-minded 'widgets'. Because that is by far the fastest, easiest way to code.

Lots of little pieces, instead of one big one. It'll always run more efficiently. And be easiliy modifiable.

roquijad
Clash of Civilizations
Government Model

Santiago
Nov 1999
posted August 09, 2000 02:11   Click Here to See the Profile for roquijadClick Here to Email roquijad  send a private message to roquijad
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Thanks for the answers, Richard. I'm glad about what you say for CTL and OTL.

However, regarding govt types, I believe it's a model lead decision what the effect of the tech will be in the corresponding model. I really didn't expect to take the tech-model's definition for "govt type" and adapt the govt model to that. It goes IMO the other way around. I need govt types as techs the people can develop, but I have my own modeling for what the tech level means. I think your Russia example is good and so is the idea that having more experience with a govt type increases its effectiveness, but I don't want that to be something imposed I have to deal with like it or not.

I also hope the way RP's are produced to feed these techs is not fixed and "given".

roquijad
Clash of Civilizations
Government Model

Santiago
Nov 1999
posted August 09, 2000 02:17   Click Here to See the Profile for roquijadClick Here to Email roquijad  send a private message to roquijad
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double post!
[This message has been edited by roquijad (edited August 09, 2000).]
Richard Bruns
Prince
NC, USA
Nov 1999
posted August 09, 2000 07:42   Click Here to See the Profile for Richard BrunsClick Here to Email Richard Bruns  send a private message to Richard Bruns
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Nooooo!

roquijad:

I never meant to ask you to change anything. I thought I made it clear that I was offering to alter the tech system procedure to suit what you wanted. But I just realised that it looked like I was asking you to alter something. That was purely a fault of my communication skills; I never meant for you to change the government model according to my whims. I was outlining the current technology system so you would know if you needed to change it to suit the government model.

Richard Bruns
Prince
NC, USA
Nov 1999
posted August 10, 2000 11:36   Click Here to See the Profile for Richard BrunsClick Here to Email Richard Bruns  send a private message to Richard Bruns
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Mark:

I just noticed one of your posts in another thread asking me a question about why the tech system needs to be changed. I don't usually have time to read all of the threads, so I didn't see the question until now.

The main problem is the diminishing returns system fro RP generation. Everyone seemed to agree that we needed a diminishing returns system to prevent large civs from automatically developing much faster than small civs. The diminishing returns system I outlined is based on provinces.

This means that the player can alter RP generation simply by changing province borders. This gives a large incentive to micromanage those borders if they have the ability to do so. I had assumed that players would not normally have that ability.

A result of the square based economic system is that province borders can be changed more easily. This is fine for the economic model because the square based economic model cannot be manipulated by such border changes. This resistance to manipulation is a good thing. The technology model also needs that attribute.

We do not have to change the whole model. We only need to change the system of RP generation. We need a good RP generation system that includes diminishing returns yet cannot be manipulated by shifting the province border.

Richard Bruns
Prince
NC, USA
Nov 1999
posted August 10, 2000 15:48   Click Here to See the Profile for Richard BrunsClick Here to Email Richard Bruns  send a private message to Richard Bruns
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As I was perusing the Government - Economic models interconnections thread, I came across this quote fron F_Smith:

-----

You appear to prefer the approach you used for the tech model, which has had a simple datamodel builder in development (a weekend's worth of coding) for what, 6 months now? Not debugged, no feedback from others yet to determine if it's even what everyone wants. No 'implementation'/controller code. Just a simple data model, being done completely behind closed doors. Not 'open' dev at all. NO teamwork. That is *not* the kind of dev group I want to work with.

Man, am I mistaken?

Because I thought I *had* proved my point in code. I gave you results. The builder gui needs work, but the game code is there. It works. It's smaller than what you had. It's fast. If I haven't proven it to you, then what will it take? You saw me disagree with the tech builder approach. Then you saw me do a model much more complex in a week, instead of their 6+ months (and counting). That didn't prove anything?

I feel about hopeless, and ready to give up coding for ya'll again, Mark. I did so on the tech model, quietly. This time I'm trying to mention specifically what and why.

-----

In the interests of open communication, I would like to discuss this issue and hopefully resolve it before it causes any more problems.

It seems that there are several criticisms of our work:

Design Speed: Yes, we did take a long time. Most of that time was spent deciding upon the guiding principles and high level plans for the tech model. A lot of disagreements had to be resolved because we were working as a team and not unilaterally deciding things. It took a lot of time to get input from the entire Clash team and then incorporate into later versions of the model.

It is true that the result of our work can be coded in a few days. It only took me a few days to make the technology spreadsheets that model the tech system. Perhaps that is because we spent so much time making sure that the system relied on simple mathematical equations that would be easy to code.

Is it a general consensus that I have been too slow or lazy?

Project Cooperation: I don't understand why our design work was characterized as secret and uncooperative. Everything since the first draft has been posted on the forum. We have spent months incorporating suggestions from other Clash team members until we had a system that satisfied almost everybody. Almost everyone involved with the Clash project reviewed the tech system and posted comments on the forum.

F_Smith, I understand why you thought you were being ignored. You wanted a return to the Civ 2 tech system and we did not take that route. Although I now understand that your OO programming criticisms were legitimate, at the time I thought they were simply excuses to go back to the Civ 2 tech system. I apologise for the miscommunication.

Is there anything else I have done that makes people think I have been too secretive?

Coding: I did not know that F_Smith ever offered to code the tech model. I thought that the coder was Garth Blore. Maybe this explains why Garth hasn't coded the system yet even though we sent him the final coding plans over four months ago.

I don't understand the comments about the tech builder. I was the one who proposed the use of such a utility, and I don't remember anyone opposing that plan.

I don't want to cause any more problems like this, so could someone please tell me what I have been doing wrong?

F_Smith
Prince
Austin, Tx 78728
May 99
posted August 10, 2000 17:45   Click Here to See the Profile for F_Smith   send a private message to F_Smith
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Richard:

First, let me back off the shrill tone I struck in those posts. The difficulties in getting modern OO programming adopted was creating serious tension, and I wasn't as careful with my words as I should have been. This has been a clash of cultures, with my emphasis on a 'modern' (what has been come to be called 'Extreme Programming' or 'Rapid Software Development') approach -- the 'Bazarre' approach -- with the old 'Queen Bee/Worker Bee' corporate approach -- the 'Cathedral' approach.

However, I do still feel the substance of my comments were correct. I'd like to (politely) discuss them, if ya'll are interested.

1) Design Speed -- OO programming relies in large part on a concept called 'prototyping'. The biggest mistake a project can make is building a huge design doc after a long, drawn-out analysis phase. The preferred approach now is to give your coders a basic idea of the core features a system will have, then have them build a prototype. Then the analysis phase begins, as the 'clients' (ya'll) look at the prototype and critique it. The approach is analagous to sculpting a statue out of stone -- you hammer out a rough shape first, then slowly begin to fill in details. There are many benefits to this, but most imporant are accuracy and speed. It can take 6+ months to do the analysis/design phase. I can code a prototype in a week. A critique iteration takes about a week. In a month or two, we can be fully designed, coded and debugged.

The lengthy design/analysis phase only gets you a 'theory' doc that will have to be actually still have to have an OO design done before coding can begin. As I said, your approach can *not* be coded in a short period of time, because any OO design will have to change significant portions of what your design doc specified, which will mean more meetings, and more decisions, etc. In my experience, this design doc is actually 6+ months of wasted time.

2) Slow or lazy? NO. Absolutely not. You're the victim of a bad system. Is the craftsman trying to sell hand-carved pencils slow, or lazy? No. You just need to modernize your system.

3) Project Cooperation -- The problem I have here is that the model leads are actually writing the models themselves behind closed doors, and then after the model is done showing it to people for feedback.

I feel that the model leads should have been 'secretaries', who gather all the suggestions into 'requirements' lists for the prototype programmers. That the model 'designers' should instead work hand-in-fist with the programmers from day one.

Because I see a large amount of 'ownership' here, preventing model improvement. One of the biggest innovation killers is people's 'ownership' of ideas/proposals. When new innovations are discovered, the 'owners' reject the innovation because it would change 'their baby'. One of the basic design principles is 'plan to throw (at least) one away'. The models should stay very flexible, changing this, tweaking that, even down to the very core of the design. A programmer naturally works this way, we don't have a choice. Requirements *always* change. Designers have to be the same.

4) That, I think, is why ya'll misunderstood my arguments that the techs had to be in an object hierarchy (otherwise known as a 'tech tree'). I personally am still pretty certain that they will end up that way, even if only behind the scenes -- because all those techs must be filed. From what I understand, you still have 'prerequisite' and 'derived' techs (a 'tech tree'), even tho you don't actually call them that (you call them 'levels' and 'helper techs', I believe). I could be wrong, tho. I will wait and see what ya'll come up with, when you begin to do the actual design for the tech system for the first prototype.

5) I offered to help with coding, about a year and a half ago. Then I tried, over a long period of time, to help do the real code design for several models. I was repeatedly told to cut it out, as the model 'owners' repeatedly rejected any changes to their 'theoretical' designs.

So I doubt that had anything to do with Garth.

One strong possibility is that he is having to do the actual (code) design from scratch, and is running into places where your model doesn't easily translate into good coding practices. Maybe not, but having tried to code from 'design' docs before, that is what happened to me every time.

6) And the only comment I have about a tech builder is that if the 'design' is well done, the builder should take about a week to complete. If it takes longer than that, it's probably because the design was not done correctly. As I said elsewhere, doing things in a spreadsheet actually can be a major detriment to design -- since the spreadsheet is so self-contained and does not need any type of object model.

I could write ya'll a tech builder in a weekend, if you'd like, but first I'd have to do the design (see the threads on the OO design for the social and govt models for examples of what I'm talking about). In doing so, I'd have to change a few of the core assumptions you have made (we've already had that discussion, you know -- you disagree strongly with my OO analysis of your tech system).

Anyway, I am sorry if I sounded too rude in that other post. It was just that I felt like non-programmers were over-riding me on how to design a software engine, and their advice went contrary to all my experience.

Forgive me?

Richard Bruns
Prince
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Nov 1999
posted August 10, 2000 19:03   Click Here to See the Profile for Richard BrunsClick Here to Email Richard Bruns  send a private message to Richard Bruns
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F_Smith:

You are making a serious mistake, and that is your ridiculous habit of referring to "programmer" in the plural As far as I can tell, we only have three programmers for the whole project. Each model only has one programmer, if that.

Thus the problem with the bazaar model: we don't have the programmers. LGJ and I knew that, so we thought we were doing everyone a favor by making a detailed design doc ourselves. We assumed that if our system was coherent, functional, and well documented then it would be easy to program. Obviously that was a mistake.

I understand your views on "owners" supressing innovation, but you have to believe me when I say that the model leads usually have a good idea of what can fit in and what will not. Sometimes those innovations would have the effect of destroying the entire system and forcing everyone to go back to square one. If someone changes the foundation of the model, they can easily destroy the entire thing and force the thing to be rebuilt form scratch. This would waste time and could ultimately prevent the project from going anywhere. Some things just have to be set in stone, for better or for worse.

I have started reading "Thinking in Java" and now have a rudimentary understanding of the program structure. I will try to design object oriented models from now on; I have been designing blindly for too long now and that has to change.

From what I have read so far, it seems like technology as we have defined it is a perfectly valid object class. Each technology is a discrete object that stores data about itself and operates on itself and other things. You can add and subtract them from the system more or less at will and they all use the same handles. The basic tech structure is a Base Class, and the Tiers and specialized techs are Derived Classes.

The techs work with the rest of the game using the Technology Tag class of objects. The tech objects operate on the tech tag objects, and the tech tag objects operate on the objects in the other game models. I can see how there could be a bit of trouble defining some of the equations as object interactions, but we should be able to get it to work.

Our five year old computer is not capable of running the java compiler, but I will be able to program on the computer I am getting for college. Hopefully I will be able to program some of the models I have been working on.

Mark_Everson
Clash of Civilizations
Project Lead

Canton, MI, USA
b.02-15-99
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Gentlemen:

First to Richard, I don't think you did anything wrong, quite to the contrary. You've worked very hard on Clash and lots of people appreciate it! The issue with the lack of technology coding was not our methodology, it simply because Garth had several real-life events that shut down his coding completely. F. Smith, you are exactly right that it is a relatively small programming job to do the technology builder. It is only because Garth had previously done significant amounts of work in rearranging the existing code, and kept assuring me that he would return to programming relatively shortly, that things happened in the way they did. If anyone screwed up there, it was me, who made a poor judgment call.

I second Richard's statement. In the Absence of programmers, I believe they made serious progress! Y. M. M. V. And at least to my level of understanding of programming, I also agree with Richard that his model is completely suitable to object oriented programming. Will it have been designed perfectly? Probably not. I'm sure we'll find defects when it's coded up. As it goes for all the models.

F. Smith:

When you offered to do the code design for several models, it did not come attached to an offer to actually code them. Therefore, you were in effect just trying to draw up yet another design document that some other coder would have had to cope with when they actually did the work! That is why I wasn't particularly interested in hearing what you had to say about it. I'm not saying that in retrospect I did the right thing, only that those were my motivations at the time. As an example , let's take the tech model. You made suggestions, but at that point I was firmly convinced that Garth, who had done probably 40 or 50 hours of coding over the previous two months for the project, was going to program the whole model shortly. I thought it was Garth's call to make the decisions on how to properly assign classes in the model.

So anyway, please forgive me for the unintentional slights I have delivered to you over the past two years. I am just trying to coordinate this project in the best way I can. And please believe me that I would Never turn away an offer for someone to code!

F_Smith
Prince
Austin, Tx 78728
May 99
posted August 10, 2000 21:53   Click Here to See the Profile for F_Smith   send a private message to F_Smith
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Richard:

I would also like to repeat what Mark said -- you have done nothing wrong. I would only suggest a modernization of methodology.

Actually, I remember at least three other programmers over the last year and a half showing up and asking about 'architecture'. They were not answered at all, and left quietly. I tried to get one fellow from work involved a few weeks ago, and he read thru some of these discussions and decided I was nuts for pushing ya'll into OO -- he felt ya'll were so dead set against it there was no point in any OO programmer like him getting involved.

I, unfortunately, love to be out there on the bleeding edge.

Mark:

Perhaps this is partly a miscommunication problem -- when programmers like myself offer to work on architecture, and when other programmers ask about architecture, we're actually talking about the first stage of programming the game. That is not a 'design doc', that is actual code.

Ya'll have consistently disregarded talk about architecture and OO design in favor of 'design doc' and 'model' talk. Most programmers who have experience with design docs will consider those nothing but management overhead that will bear little resemblance to the final product we code.

So ignoring object design and architecture talk/requests is turning down coding help.

Ya'll:

Yes, a 'tech' object is a good start. Ya'll actually told me 'no' on that, once upon a time.

This is the beginning of a 'tech' system object design. It has to start there.

But only the bare beginnings. Next, imagine all types of 'tech' subclasses you might need, and file them into a 'hierarchy'.

Mark_Everson
Clash of Civilizations
Project Lead

Canton, MI, USA
b.02-15-99
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F_Smith:

Well, live and learn. (Its much better than the alternative )

These three coders that we ignored... can you point them out to me when you come across them? I searched under 'architecture' and didn't find anyone that isn't currently on the project.


Diminishing Returns...

First of all, IMO diminishing returns may not even be needed in the RP model. Once we include all the other factors like: authoritarian rule, heavy taxes destroying innovation, corruption at all levels of society, suppression of innovation by powerful interests, and some others, I think the large despotisms that we are most worried about will be rather insignificant in terms of generating innovation. If it turns out that we still need a serious amount of diminishing returns to RP generation, we can IMO apply diminishing returns directly to the RP totals in each area.

[This message has been edited by Mark_Everson (edited August 10, 2000).]

Lord God Jinnai
Prince
Arnold, Mo 63010
Sep 1999
posted August 11, 2000 03:58   Click Here to See the Profile for Lord God JinnaiClick Here to Email Lord God Jinnai  send a private message to Lord God JinnaiSend a Message to UIN: 57262757 Visit Lord God Jinnai's Homepage!
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F_Smith:

Well I guess the mood was unfriendly so sorry, though i don't regret what i did...i never regret anything.

Anyway as far as a 'tree' structure you say, not really....a 'tree' refers to branches that come out of one main stem and continue into smaller ones. That's not what the tech model is....basic technologies yes (with a few crossovers maybe), but the application techs aren't like that. They have requirements, but these requirements don't nes limit similar application techs that seem more advanced such as bronze working and iron working. You need certain metals and without them, you can't do reasearch on one type, but it doesn't stop you from the other, but might hinder it.

Also there are some things that we have that still need to be in there for balancing issues and other stuff....how its done doesn't matter, if the user sees the same thing using one coding method as another that's okay. And if some things need to be changed, yea that's fine too, but the fundimental building blocks are there because they need to be in order for the system to function properly. You say you're familar with the tech model so you should know what most of those are.

Mark:
There is still a need for diminishing returns. Small countries like Japan with similar society to the US, economics, etc (well society is slightly differnt, but neglible for RP production) would have a vastly differnt result in the fact that the US would outproduce Japan a lot because it was such a small country and even with its superior technolopy economy and differnt cultural attributes that might help in rp production it wouldn't be able to even compete at all with the US and would soon be lost behind the times unless it expanded.

F_Smith
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Austin, Tx 78728
May 99
posted August 11, 2000 11:17   Click Here to See the Profile for F_Smith   send a private message to F_Smith
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Lordy:

I wouldn't say 'unfriendly'. I'd just say receptive. I always felt like ya'll were being very polite and friendly.

Mark:

I will look for their posts. We might be able to woo them into this, now that we can show them the design stuff. I seem to remember the name 'Stephan Deadelus' or something like that, too -- I can't remember why/where he went, but he was another one of those coders that we might be able to get back.

All:

Let's see. We have a base 'tech' object. Then it seems like the 'application' tech needs to be a seperate object, agreed?

Should 'ApplicationTech' extend 'Technology'? I assume so . . . any thoughts?

Mark_Everson
Clash of Civilizations
Project Lead

Canton, MI, USA
b.02-15-99
posted August 11, 2000 12:33   Click Here to See the Profile for Mark_EversonClick Here to Email Mark_Everson  send a private message to Mark_EversonSend a Message to UIN: 30578681 Visit Mark_Everson's Homepage!
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LGJ:

Japan isn't Small. Its GDP is about 70% of the US's! Its population is about half of the US. I think produced amount (using GDP as a proxy) is a better basis for RPs than raw population, although I guess we need to discuss that... Japan should keep up very nicely, especially when tech difusion takes hold. Anyway, like I said, IMO the other things need to be figured out Before we discuss diminshing returns in RPs. Otherwise we will have no idea where we Really need the diminishing returns.

F_Smith:

S_D Is working on the project... see my note in the other thread. Please remember I do a lot of stuff by email that doesn't ever get seen here. I try to encourage programmers to discuss things here, but by and large they don't seem to like to... with a few clear exceptions of course

I would say ApplicationTech should extend Technology also. Richard, whatcha think?

Richard Bruns
Prince
NC, USA
Nov 1999
posted August 11, 2000 12:35   Click Here to See the Profile for Richard BrunsClick Here to Email Richard Bruns  send a private message to Richard Bruns
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F_Smith: I vaguely remember you talking about tech objects, but at the time it seemed like another push for the old style prerquisite based "rat nest" tech system like civ 2 used.

I will attempt to do OO modeling for the tech system, but I would like to practice on something smaller first. Can we do OO for my new population model so I can get a better understanding of all the terminology and ideas? I have read the first two chapters of Thinking in Java, but have no practical experience in doing OO. I am the kind of person who learns best by doing something small and then working my way up to more complex things.

Richard Bruns
Prince
NC, USA
Nov 1999
posted August 11, 2000 12:40   Click Here to See the Profile for Richard BrunsClick Here to Email Richard Bruns  send a private message to Richard Bruns
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Just saw Mark's post. . .I don't know exactly what "extends" means. I'll do some more reading and then work on the population model OO design. I don't want to rush into major tech decisions before I have more experience with OO design.
roquijad
Clash of Civilizations
Government Model

Santiago
Nov 1999
posted August 11, 2000 21:48   Click Here to See the Profile for roquijadClick Here to Email roquijad  send a private message to roquijad
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Richard: I didn't understand your post. Now I see it. We're back on track. Anyway, now that I read again my post, I guess I over-reacted to your words, so sorry for being a little rude... probably it was a bad day

I'm reproducing here a short talk between LGJ and I via e-mail regarding ideologies in the tech system. Just for the record.

LGJ:"Can you explain what you mean by government types in the tech model? Also a better explanation of ideologies would be nice."

roquijad:"Ideologies and govt types are essentially the same thing. A description of how the govt should be. [...] The tech level of an ideology should represent popular knowledge about it. Know it and understand it. If the tech level is low (10%, FE) we'd say it's only a vague idea a few philosophers have. When it's like 60% then we say some people know it very good and know how to implement it, but still there's a lot of people who don't know it well or don't know it at all. At levels of 90% we'd say it's well known by population. To know an ideology of course doesn't mean to like it. It doesn't either mean how effective its implementation would be. I believe all govt forms implemented for the first time in a country are less effective than they could be. This is a nice effect I didn't consider in my model and now I'd like to add, but I don't want this feature to be managed by the tech level, but by actual usage by the civ (i.e. in the govt model)."


It's not ness for you to discuss the above. Only if you feel there's something very wrong, of course. I'm just putting it so you and LGJ have the same info.

One question I have is how "standard" is RP production. Are all techs fed equally based, FE, on econ model's variables? Is it possible to design a specific RP production equation for ideologies?

Now, on a totally different topic, I didn't know about the diminishing returns for RP's. I never knew about such discussion and I'm probably saying something that has already been said, but if it's not yet settled, I'd prefer no dim. returns. I can't help giving arguments against dim. returns, so excuse me if I'm resurrecting a dead discussion...

IMO the dim. returns approach assumes creativity depends a lot in local govt's administration capacity. If I expand a province geographically, what only happens is the local govt now has to administrate more land. The govt can indeed be less efficient/effective because of this, but the question is why creativity would be affected too. This would only happen if the local govt has a big role in producing innovation. Of course the govt has a big role in terms of defining the degree of liberties and the economic system used, but that's irrelevant in this analysis because geographic expansion doesn't imply changes in policies. Geographic expansion only affects the govt's administration capacity, like being able to manage the sewer systems of the new towns added, FE. If, within this administration, we consider things like handling public funds for scientific research, then we can consider RP production affected by a less effective local govt given by the geographic expansion. So, IMO, RP production should not work with diminishing returns, but with constant returns. If the govt spends money for sci research (money converted to RP's directly somehow), we can penalize that according to local govt's effectiveness. This effectiveness should IMO be an input from the econ/govt models.

IMO scale is very important in RP production. One is tempted to penalize great empires in their creativity because that's we've seen IRL, but I believe those cases are better explained because of things like lack of freedom.
Scale is important. A country like the US produces a lot of techs not only because of its regime, but becuase it's huge compared to the average country. If one assumes the probability of a single person to create a tech breakthrough as being X, then the more people you have, the more probable it'll be developed.

Lord God Jinnai
Prince
Arnold, Mo 63010
Sep 1999
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First off, i think Mark has a good idea there, basing it off GDP, but we haveto be careful too....a country can have a low GDP and have high technology learning because what little is produced is done for the few basics and a little extra for science, military, etc.
Richard Bruns
Prince
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Nov 1999
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Ideologies:

As I feared, there might be some problems with your approach to the government techs. The tech system is not designed to handle "popular knowledge"; IMO that is something that is better handled by the social model. Our ideas of RP production and tech levels and implementation assume that high tech levels mean something is getting more effective.

But I think we can resolve this. For a while now we have been thinking of creating a different system for social techs. The plan for the ideology tech confirms this need. The social tech system would use a new type of RP produced mainly by the social model rather than the economic model.

A new social tech plan based on popular knowledge and/or approval could be a valuable addition to the game. There are many social technologies that would use exactly the same system.

Actually, the ideologies could have two tech levels. The social tech level describes knowledge and popularity as you desctibed, while the normal tech level describes the actual efficiency and effectiveness of the government type. So, you could have a popular ideology that doesn't manage the country well or vice versa.

We have to decide who will be developing this system. We agreed earlier that I would do military and LGJ would do the social stuff, but if you want me to do some of this that would be okay. Of course, we would have to work closely with someone working on the social model. Rodrigo is the obvious choice here. LGJ and Rodrigo, would you two like to work on the new system?

Diminishing Returns:

These are designed to represent duplicated effort. RP's represent new ideas or improvements to current practices. But what happens if the ideas are the same? If two farmers might generate RP's representing new ideas but their ideas are the same, the civ should not get twice as many RP's. The idea only happened once, so the extra RP's are duplicated effort and are therefore lost.

The idea was to implement diminishing returns based on the communication within the civ. If there is not much communication, there is a bigger chance of duplicated effort and RP wasting. If there is not much communication, then the people in the 20th province are not likely to have many ideas that the people in the first through 19th provinces have not already had. This means that their ideas are redundant and their RP contribution would be very low.

We can no longer use provinces for these diminishing returns, so we have to figure out how to implement a similar thing for square based RP production. It doesn't necessarily have to be diminishing returns, but it should have the effect of negating redundant RP production.

GDP:

I have been saying for months that RP production would be based mainly on economic activity. A big airplane manufacturing company will generate a lot of improvements to airplane design. (However, the sixth factory will not generate as many ideas, thus the need for diminishing returns.)

Mark_Everson
Clash of Civilizations
Project Lead

Canton, MI, USA
b.02-15-99
posted August 12, 2000 11:36   Click Here to See the Profile for Mark_EversonClick Here to Email Mark_Everson  send a private message to Mark_EversonSend a Message to UIN: 30578681 Visit Mark_Everson's Homepage!
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Diminishing Returns...

I am with Rodrigo, I think the effect of diminishing returns can actually be very small under the right circumstances. Richard, I agree with your statement that ideas will be duplicated the more people there are working in a given area. But progress in technology is Not just about idea generation! Idea generation is only the very first step in pushing technology forward. Idea generation probably was not the most difficult part of technological progress during most of history. The value the society places on innovation, and the receptivity with which an innovation is greeted, are IMO much more important.

I think the only place you can make a good case for diminishing returns is in an autocratic regime where there is also fairly good communication. This makes it easy for the ruler to stamp out any innovation that occurs that is to their dislike. And the second person with that idea will look at how the first one was persecuted, and go no further. But in say a federal system, where ideas about the right direction in which society should go differ geographically, then I think there is not nearly as significant diminishing returns, since the environment in which each new idea occurs is different.

roquijad
Clash of Civilizations
Government Model

Santiago
Nov 1999
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About ideologies, I know the current interpretation for the tech level is a level of effectiveness, but I wonder if the interpretation can be different depending on the tech. After all, it's just a matter of what meaning we give to a certain number if I'm understanding correctly... If so, then I wouldn't worry about my attempt to re-interpret ideologies tech levels. Anyway, if you prefer me to keep the popular knowledge concept within the govt model (as in fact it is currently), I can do it. In that way the govt model handles popular knowledge and the tech model handles ideologies effectiveness.

What I think is valuable is having different systems for RP production depending on the particular techs. I support the idea of taking inputs for RP's equations from the econ model for the majority of techs, but I think other techs would be better modeled if RP's they receive come from other calculations. Military techs might receive RP's from the number of battles in a game turn, FE. Having a special RP production system for ideologies would be nice in this line of thought.

As for diminishing returns, you have a very good point when you talk about duplicated effort. I didn't see that. However, I feel the best way to introduce dup-eff is at the civ level instead of province level. If, FE, I have a civ with a single province and the level of dup-eff is X and then I decide to split my province into two, then I'd expect the total dup-eff level in the civ to stay being X. It's the same people and with the same communication techs as before, so if something was being developed simultneously in two towns, it will remain that way with new political division. My suggestion would be to take RP's produced in all provinces (without diminishing returns at that level) and then penalize the total to introduce the effect of dup-eff.

Doing it that way it's also more complete and consistent, because using diminishing returns only at the province level assumes no duplication happens between provinces, which is not true. Any penalty at the province level should IMO depend only on tech development carried on by the local govt and so depending on govt effectiveness as in Mark's examples.

Richard Bruns
Prince
NC, USA
Nov 1999
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Mark: It is not just ideas that are duplicated. I was referring to the entire tech development process; I'm sorry I didn't make that clear.

Small innovations and improvements can also be duplicated. If farmer X does something that makes his plow harness go 10% faster and farmer Y on the other edge of the civ does exactly the same thing independently, then their effort is duplicated and some RP is lost. They couldn't communicate, so their work was redundant. If there was a good communication system, then they could work together and make the plow 20% faster. For this reason, we should include the option of a diminishing rteturns system based on communication.

roquijad: There is still a need for a social tech system. Would you like to work on that? It would give you a chance to make a social tech system that fits your needs.

You are right; we cannot do the tech system at the province level. I will see what I can do about an optional diminishing returns system at the civ level.
[This message has been edited by Richard Bruns (edited August 12, 2000).]

Lord God Jinnai
Prince
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Sep 1999
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quote:

Originally posted by roquijad on 08-12-2000 03:21 PM
About ideologies, I know the current interpretation for the tech level is a level of effectiveness, but I wonder if the interpretation can be different depending on the tech. After all, it's just a matter of what meaning we give to a certain number if I'm understanding correctly... If so, then I wouldn't worry about my attempt to re-interpret ideologies tech levels. Anyway, if you prefer me to keep the popular knowledge concept within the govt model (as in fact it is currently), I can do it. In that way the govt model handles popular knowledge and the tech model handles ideologies effectiveness.


I like that idea...though you need to flesh out your idealogies before we can do our part,

quote:

Originally posted by roquijad on 08-12-2000 03:21 PM
What I think is valuable is having different systems for RP production depending on the particular techs. I support the idea of taking inputs for RP's equations from the econ model for the majority of techs, but I think other techs would be better modeled if RP's they receive come from other calculations. Military techs might receive RP's from the number of battles in a game turn, FE. Having a special RP production system for ideologies would be nice in this line of thought.


Well as I see it there are 4 basic ways rp are produced: Economic climate, military climiate, social climate and pure scientific climate. Each of these can be subdivided like farming from Economic climate, but each has differnt ways of producing them. Economic climate has been well documented how it will handle RP production. Your ideas for military rp production, plus the actual manufacting of the items will increase RP production, etc. Social climate severes a different purpose; it changes the levels of RP required to go to the next level, the same as would helper technologies, though not always for the better. (I would also like to point out at this time there should be anti-helper technologies that stifle innovation in a few areas). Finally pure scientific climate is for discoveries that have no immediate or short term benifit to the introduction of the knowledge, but are discovered for the sake of scientific progress. These aren't influenced very much by economics or military. Social factors do affect them, though in differnt ways. There is not net gain beyond higher levels technology in the short term and somtimes medium term future of the game for discovering these technologies so that's why they must act differently to the other ones.
quote:

Originally posted by roquijad on 08-12-2000 03:21 PM
As for diminishing returns, you have a very good point when you talk about duplicated effort. I didn't see that. However, I feel the best way to introduce dup-eff is at the civ level instead of province level. If, FE, I have a civ with a single province and the level of dup-eff is X and then I decide to split my province into two, then I'd expect the total dup-eff level in the civ to stay being X. It's the same people and with the same communication techs as before, so if something was being developed simultneously in two towns, it will remain that way with new political division. My suggestion would be to take RP's produced in all provinces (without diminishing returns at that level) and then penalize the total to introduce the effect of dup-eff.


Your forgetting one key thing....Your assuming that these 2 new provinces will have policies exactly the same as each other.
quote:

Originally posted by roquijad on 08-12-2000 03:21 PM
Doing it that way it's also more complete and consistent, because using diminishing returns only at the province level assumes no duplication happens between provinces, which is not true. Any penalty at the province level should IMO depend only on tech development carried on by the local govt and so depending on govt effectiveness as in Mark's examples.

Well this also depends on how F_Smith wants to handle what is put in each square relating to tech info.
Lord God Jinnai
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Well another thing on rp production. RP production done for the most part cannot be used to enhance existing technology. That doesn't mean there is none possible, it means that no matter how many farmers you have plowing the land, in one turn they can only improve the existing technology so much. ie they couldn't go from 1.00 to 20.00, but they can go from 1.00 to say 3.00 or 5.00, if there were a lot of them and excellent communication. The addtional help that can raise this comes from R&D done either by the government or by indivuals/private organiszations. To this end with the diminishing returns this also allows us to show how no matter how many people you have working in a field, they only have so many ideas and points of view.
Richard Bruns
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Implementing anti-helper techs is trivial. Just make a coeffecialt with a negative value. That is a good idea; it could lead to some hard choices, and that is IMO a way to make the game a lot better and give more replay value.
roquijad
Clash of Civilizations
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Santiago
Nov 1999
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Richard: If a social techs system is needed, then of course I'd like to participate giving some thoughts. But, is it really needed? How did you get to this conclusion?

LGJ: "flesh out ideologies"? what's the meaning of "flesh out"? do you want me to name them? (my english failed! )

Richard Bruns
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We have been thinking about building a social tech system for months. It was one of those things that kept being put on the back burner. Basically, there is a need for the social tech levels, which mean something different. You pointed out that need when you described your plans for ideology techs, but there are many others, like Chivalry and Literacy. Social techs are based on support and popularity rather than knowledge and efficiency.

While normal science and engineering stuff is designed to keep advancing, social techs can bounce up and down. A certain social tech can be high in a bronze age society and very low in a modern society.

It is entirely possible that these should be handled by the social model. We assumed we would do them because they are part of the "tech tree" in other civ games, but other civ games don't have a good social model like we do. When we first started working, Clash didn't have the social model it does now, so our earlier assumptions may not be valid now. Some things we were calling techs might be batter handled as social characteristics.

But then there are the hybrids like Literacy. It depends on social conditions and educational infrastructure and it affects both technology growth and the society. It is a social condition and an important part of the tech system. We need a good way of dealing with such things. LGJ, can you work with Rodrigo on this topic. I have my hands full with the Object Oriented model development.

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