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Topic:   Technology System Version 5.1 Format for Better Printing
Richard Bruns
Prince
NC, USA
Nov 1999
posted March 07, 2000 21:00   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 Everson:
---
On the 2000/100 rule... I agree with Richard we should stick with it.
Starting Electronics out at 70% in no way that I can see violates keeping a strict 10 levels equals double knowledge scale.
---
How can you say both of these things? The only way they could both be true is if you believe that today's computers are only eight times as good as ENIAC.

"Knowledge" is not an arbitrary amount. It is a very real quantity, but there is no number that the computer stores to represent it. It is something that I designed to be an inherent part of the tech level number. The knowledge amount has a direct linear correlation to the helper effect of that technology and any applications based on that technology. It also is directly related to how much tech level an RP gives you. Anything that changes the knowledge amount that is inherent in a tech level will cause problems. Your scaling change will warp the relationship between knowledge and tech level.

If you start Computers at Level 70 and have them be Level 100 in the year 2000, then you are telling the helper technology and application effectiveness formulas that today's computers only provide a benefit of eight times the benefit of the first computer. This is what I meant when I referred to the equations gatting fouled up. If you cram all of computer development into 30 tech levels, then a growth in computer technology will be much less important than it should be.

Think of an application that depends on computers and something else. If G is the default and L is zero, then the device will take 20 tech levels to become obsolete. Those 20 levels represent almost all of the development of computers, meaning that the thing has a ridiculously long lifetime. But if you make G smaller, then the application will become obsolete with only a small rise in the other technology.

This can be gotten around by making h values for computer technologies a lot higher than the h values for other technologies. But you will have to alter the h values for every technology like computers that violates the 2x per 10 scaling rule. This will mean a huge amount of work fine-tuning the system, and then there would probably still be bugs and problems.

Anything that makes tech rise at a rate other than 2x knowledge per 10 levels will force us to alter the h constants in every helper tech and application formula. We will also have to change some other things, like m and DR, to make it work the way you want it to. This alteration will take forever and opens the door for lots of bugs.

Keeping a strict 2x per 10 rule will not destroy the 'unity and flow' of the system. It is in fact the only way to preserve the unity of tech growth. Under your system, a rise in tech level would mean a different thing for every technology. Players would have to remember that a rise in agriculture means a lot less than a rise in electronics. They would remain forever confused about how much effort is required to get to a goal that is some number if tech levels in the future. I think that this would be worse than having different tech levels for different fields of study.

You seem to be imagining a tech scaling ideal that was never actually in the system. There would almost never be a time when every tech was at the same level. There would always be a lot of variation, except about 2000 AD. If you try to fix things so that all techs are at the same level all of the time, you will have to alter a lot of constants for almost every tech and application on the tree.

It makes a lot of sense to me to set technologies so that the level of a tech always represents some fraction of the knowledge in the modern era. If a tech level of 60 always means that your civ has 1/16th of modern knowledge in that field, then the tech nombers actually mean something.

People understand that techs will naturally rise at a different rate; it shouldn't be a problem to have a new technology be lower than some others. Everyone knows that computers in 1960 were a lot more 'primitive' than agriculture in 1960, so why would it be bad for them to have a lower tech level to represent that?

You seem to be imagining that tech levels are something they were not meant to be. I didn't explain exactly what a tech level is, which caused some of this confusion. So:

A tech level is a number on a logarithmic scale that represents your civ's knowledge in some specific field relative to human knowledge in that field at the end of the 20th century.

Or more simply:

A tech level is a number that represents knowledge relative to human knowledge at the end of the 20th century.

So unless you assume that knowledge in every field has been increasing at the same rate, you can't have all tech levels be the same at all times.

Mark_Everson
Clash of Civilizations
Project Lead

Canton, MI, USA
b.02-15-99
posted March 07, 2000 22:11   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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Richard:

quote:

How can you say both of these things? The only way they could both be true is if you believe that today's computers are only eight times as good as ENIAC.

You seem to be confusing "knowledge level", which is something we Made Up, with what comes out in terms of effectiveness. The effectiveness of computers is vastly greater, by factors of billions or more, that of early computers. As you point out further down, there's nothing inconsistent in the formalism with doing things the way I proposed. It just means that some parameters need to exceed ranges which you seem to have had in mind but never stated. So it is perfectly possible to say both of the things that I quoted and be completely consistent as far as far as I know. I'll admit my approach might have been bad design, I claim no lock on wisdom in that area.

quote:

"Knowledge" is not an arbitrary amount. It is a very real quantity...

I think your notion of knowledge in Clash must be flawed in a fundamental sense, since your knowledge vs effectiveness formula implies that the computer industry has created vast amounts of knowledge, equivalent to something like a tech level of 0 through 300 in the space of 50 years. It is the fact that advances in the computer area achieve vast leverage through physical scaling laws that computers are so much improved. I don't think there's any way that you can claim that the "knowledge" in the computer manufacturing industry currently is more than the sum total of all other knowledge in all other areas (with perhaps a few exceptions) from 5000 B.C. which is what your statements imply to me. Computers are cool, I love them and the Internet. Without them this project would not be possible in its present form. But more knowledge than Everything Else??? Your approach may be ok for a game, but I caution you to avoid taking it too seriously when mapping it to the real world.

I just took this admittedly pedantic excursion because I thought some of these ideas might come in handy in looking at the model. Your criticisms of requiring h and potentially other values that are way out of the "normal" range are certainly legitimate. Because you're the guy that came up with the model, and especially because you and LGJ seem to agree on this, I have no problem with trying it your way first. If it works great and the players don't have any problem with it, I'll be sorry I wasted all the time on this concept . So let's go ahead and try it in the way that you have in mind. I freely admit that having knowledge levels in sync throughout the game was somewhat unrealistic. However, I believe that you need to make a lot of decisions that cut corners in the absolute truths in order to make an engaging game. Quite simply that was what I was trying to do. I'm still not necessarily convinced that my approach is wrong, but we need to move forward on this and your way certainly has some advantages as you point out

[This message has been edited by Mark_Everson (edited March 07, 2000).]

Richard Bruns
Prince
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Nov 1999
posted March 08, 2000 09:00   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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Knowledge for computers is NOT a measurement of how many flops the thing is capable of. It is the civ's ability to apply its computers to practical use. It is a measurement of how much you can do with the computer. For example, a climate simulator requires a certain speed of computer to run, but the effectiveness of that climate simulator is not directly related to the procesor speed of the computer.

I would say that our ability to put computers to practical use has doubled about every seven or eight years. Hardware specs have risen a lot faster, but that is not what we are measuring.
---
I don't think there's any way that you can claim that the "knowledge" in the computer manufacturing industry currently is more than the sum total of all other knowledge in all other areas (with perhaps a few exceptions) from 5000 B.C.
---
I never made that claim. What I said was that the ratio of current computer ability to 1960's computer ability is similar to the ratio of current agricultural ability to the agricultural ability of the ancient Sumerians.

I have been thinking in terms of what a thing can do, not the amount of data that has been collected or the technical specs of something. Knowledge is the ability of the thing to aid your civ by doing something useful; the knowledge of its practical applications.

I hope that clears things up. This issue seemed to be your biggest objection to keeping the 2x per 10 rule.

Lord God Jinnai
Prince
Arnold, Mo 63010
Sep 1999
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Doubling of effectiveness usually takes less time than the previous level. So something that took 2000 years to go from .01-10.00 would take ~1500 to go from 10.01 to 20.00. This is true for almost any type of research.
Richard Bruns
Prince
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Nov 1999
posted March 08, 2000 12:54   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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That is only true if you are generating a lot more RP's. Even without tech loss, going from level 20 to level 30 takes half as many RP's as advancing from level 30 to level 40.
Lord God Jinnai
Prince
Arnold, Mo 63010
Sep 1999
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I know. There have also been times when it slid back. FE middle europe did slide back on mathmatics and other areas like that (while they did advance in other areas such as agriculture, they were the ones who first started using crop rotation a lot).
Mark_Everson
Clash of Civilizations
Project Lead

Canton, MI, USA
b.02-15-99
posted March 12, 2000 15:34   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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Gentlemen:

Well, like I said above, I think we have sufficient agreement to allow a test of the technology system. We could argue the minutiae of agricultural vs computer progress and such forever, and I don't think it will help our cause much.

Has Garth mentioned whether he would like to cobble up an independent technology evaluator first, before moving on to integrating it into the entire program? I myself am not sure whether that is worthwhile, since it is the interaction of the RPs generated by the civs and the tech model that will determine whether the thing really works or not. However, given that the model is really complicated the correct approach IMO is to take it in as small pieces as we think we can learn something from.

[This message has been edited by Mark_Everson (edited March 12, 2000).]

Richard Bruns
Prince
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Nov 1999
posted March 13, 2000 12:18   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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This is the e-mail that Garth sent me:
---
I've begun work on the tech tree builder.
Basically what its going to look like is a main form which lists the various levels of technologies in a drop down.
Then there will be a button you click to create new technologies.
This will open a new window and you can go filling in the name and details.

There will also be a Linkage button which will allow you to create the dependancies that a technology has.
So you will select a technology, and then select another parent technology, and the percentage the child is dependant on the parent.

This percentage should add up to 100%.

This will then be saved to a text file.
You will also have the ability to load an existing tech tree up into it.

I am also considering writing a tech development simulator where you watch time go buy with certain resources and you
can allocate your development and see how your technology ability grows over time.
---

The system and tech utility are designed around my idea of tech level progression, so using that will be a lot easier for now. We can change it later if we need to. I am working on mapping out the tech tree; I should have the outline by the time Garth is finished with the editor.

F_Smith
Prince
Austin, Tx 78728
May 99
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One big question:

So ya'll have decided to use encapsulation instead of an object inheritance hierarchy, it seems?

One basic 'tech' object, with properties that can be set?

This choice carries serious costs, as I'm sure ya'll know. Have those choices been discussed yet? Specifically, this means that the techs can not be too involved, in terms of how they interact with other models. Gains in flexibility have a cost. The other choice is to 'inherit'. It would be somewhat less simple to create custom techs 'on the fly', but the techs would be much, much more powerful and unique. It looks like Lordy has chosen 'inheritance' for the 'Wonder' model.

Was a flexible system the prime directive? Or was power and uniqueness the goal? How often will custom techs be created? Should creating them be the focus of the model? Just asking . . .

F_Smith
Prince
Austin, Tx 78728
May 99
posted March 13, 2000 14:32   Click Here to See the Profile for F_Smith   send a private message to F_Smith
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More detail:

With this approach, would a tech be able to modify another object (wonder, unit, resource)?

For example, can a tech decrease wonder build time? Or could a tech increase the speed/power/armor of a single, specific unit? Or could a tech increase the processing speed of grain (not all food, just grain)? Would a tech be able to increase the speed of aircraft? The range of a single weapon-type?

With an object hierarchy, you have that power, that uniqueness, that customizability of behavior. That is usually what you give up when you use encapsulation. Encapsulation is usually used when you will change something often, on the fly, like in the middle of a game. And it doesn't seem like you will be doing that. Does this 'model' allow for those kinds of tech, in some way I missed?

Is this really the correct design choice, in this instance?

Lord God Jinnai
Prince
Arnold, Mo 63010
Sep 1999
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F_Smith:
Was a flexible system the prime directive? Or was power and uniqueness the goal? How often will custom techs be created? Should creating them be the focus of the model? Just asking . . .
----
Flexibility is a concern, however I'm leaning toward power and uniquness. Somewhere in the middle is where it stands.

With this approach, would a tech be able to modify another object (wonder, unit, resource)?
-----
Theoretically it could certain objects, but not everything. It just depends on the type of object. FE infantry can have upgraded weapons and armor as well as tactics, but things like city walls unless you pretty much rebuild them won't be able to gain anything much (few exceptions like towers FE).

For example, can a tech decrease wonder build time?
----
Prob not

Or could a tech increase the speed/power/armor of a single, specific unit?
----
Specific unit or unit type. No and yes.

Or could a tech increase the processing speed of grain (not all food, just grain)?
----
Um not sure. I would think so.

Would a tech be able to increase the speed of aircraft?
----
Yes.

The range of a single weapon-type?
----
Yes, and accuracy and effectiveness.

Each thing u decibed that i agreed to can only be done so much the burden of diminishing returns on improvements.

With an object hierarchy, you have that power, that uniqueness, that customizability of behavior. That is usually what you give up when you use encapsulation. Encapsulation is usually used when you will change something often, on the fly, like in the middle of a game. And it doesn't seem like you will be doing that. Does this 'model' allow for those kinds of tech, in some way I missed?
----
not sure could u give an example.

F_Smith
Prince
Austin, Tx 78728
May 99
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Lordy:

Actually, the reason I'm going on and on about OOA for the tech system is that this is not going to be powerful, as it currently stands.

They have already made that design choice. There is no object hierarchy for tech objects. All tech objects will use a single method to apply their bonuses. Which means two things:


  1. That method will have a switch statement with 100+ parts, and associated methods -- one for each tech (a coding nightmare!!!).
  2. All tech objects will have to behave in a basically similar way.

The problem is no one has yet done the basic analysis you're going thru for the wonder model. No one has identified the behaviors of a tech object. So now, all the tech objects will have to behave basically the same. Instead of each tech being it's own object, and behaving in a unique way, you have one object to represent all techs.

Using an object approach, you can just have the 'applyTechBonus()' method take an 'object' parameter. And that parameter can be anything. So that tech can change anything in that object. Pass in a Wonder object, and you can modify anything in that wonder with that tech. Same with units -- individual or type. Or resource, or civ, or mapsquare, and on, and on. Any object. Any modification in that object.

This is what you give up when you choose not to use an object hierarchy. They can try and simulate this behavior with a switch statement, but with so many different cases that will be almost totally impossible, for a half-dozen reasons. And it means you have to re-code the basic tech object for every new tech 'type'. And if whoever does that modification makes a mistake, it can bring down the whole tech system.

And that's why I'm on about doing some OOA on this tech system before they get started coding!!!

and the drum beats on . . .

Richard Bruns
Prince
NC, USA
Nov 1999
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I have no idea how Garth is coding the thing, but we have planned for the ability of a technology or application to change any variable in the game using an Alter Variable command. This command can be defined by the user in the tech editor. So technology can change any number in any formula in the game engine as much as we want. But they won't change the game engine itself, as far as I know.
F_Smith
Prince
Austin, Tx 78728
May 99
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Richard:

How would this 'alter variable' command be coded?

I don't see how this works, with your current design. The coding will be a huge mess.

Has Garth indicated how he plans this part? Specifically, how can ya'll use this command/method to apply to any variable in the game?

Wouldn't it require variables to have unique names across all models -- no name duplication allowed from model to model? That would be a nightmare, too.

The only way to achieve that sort of power is with an object model, at least in my experience.

Stuff2
Warlord

Sep 1999
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I can only think of one thing that i dislike in this model. I don't think that u ever should be able to research more than 100% in any area. I think that 100% should be 100% of that technology that is possible to get in the game.
Richard Bruns
Prince
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Nov 1999
posted April 04, 2000 15:49   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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Stuff2: We are no longer using percentages to describe tech growth. We are now using the term 'levels' to avoid confusion. Level 100 technology is the technology we have today. Levels are not supposed to represent some fraction of the maximum amount of knowledge you can get.
Stuff2
Warlord

Sep 1999
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Oh. Ok. I see...

But I still think there should be limits on how far certian techs can progress. And I don't like the idea of assuming that every field of knowing had advanced to equal size in 1 januari 2000. That's what i dislike with current model. Otherwise i really like it. It's far better than any other I have read about.

Richard Bruns
Prince
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Nov 1999
posted April 04, 2000 19:06   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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We are not saying that all technologies have the same amount of knowledge. The year 2000 is simply a good standard to judge the technolgies by. We can figure out how many times the ability of a technology has doubled, and then use that to determine what the starting value of a tech should be. A technology that has advanced a lot has a lower starting level, and a tech that hasn't grown much will be assigned a higher starting level.

This means that a certain rise in tech level always corresponds to a certain gain in knowledge or ability. A rise of ten tech levels will always mean a doubling of knowledge or skill. Also, it is easy to judge your progress in a technology. A tech level of 70 always means that your technology is one eighth as good as modern technology.

I hope that clears things up. I'm glad you like the model; we put a lot of time and work into it.

Lord God Jinnai
Prince
Arnold, Mo 63010
Sep 1999
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Personally I'm for once we get the model running somewhat smoothly (ie making sure it works) that it just be that each tech starts out at .01 or 1 (depending on if we're using decimals which i'm for). From there we go ahead. The reason why is some things have doubled more than 10x since 7000-5000 BCE (and i'm not just talking about computers and electronics). I think we should scrap the 100=levels at dec 31,2000 because it forces to many restraints as apposed to the other method.

On another note if we're using decimal points i'd perfer we change 100.00 -> 10.000. It will make it much easier IMO for most people to chart how techs have progressed then as apposed to every 10 it doubles wheras every whole number it doubles.

Richard Bruns
Prince
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Nov 1999
posted April 05, 2000 12:50   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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I have considered starting everything at zero, but I don't think it would be as good. With that kind of scale, it is hard to understand what the tech levels mean. There is no clear reference or scale, so the meaning of the numbers is lost.

Another problem is that it is harder to define a starting point for the tech. Is level zero agriculture the kind the Egyptians had in 6000 BC or the kind of agriculture the Sumerians had at the same time? Once you lose the clear tech level standard, the model becomes less coherent.

What technologies have doubleed more then ten times in history? Remember that the tech level is based on what you can do with the tech, not technical specifications.

Changing the GV to one is a possibility, but I think that the current scale is easier to deal with. I thought that we were only going to show the integer part of the 100-based scale, so there are only two or three numbers displayed, with no decimal part. A 0-10 scale would force us to display decimals if we wanted any decent output, and I find that numbers with decimals are less convenient to work with.

Lord God Jinnai
Prince
Arnold, Mo 63010
Sep 1999
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I have considered starting everything at zero, but I don't think it would be as good. With that kind of scale, it is hard to understand what the tech levels mean. There is no clear reference or scale, so the meaning of the numbers is lost.

Another problem is that it is harder to define a starting point for the tech. Is level zero agriculture the kind the Egyptians had in 6000 BC or the kind of agriculture the Sumerians had at the same time? Once you lose the clear tech level standard, the model becomes less coherent.
-----
What do you mean the meaning is lost? The players would still know that there scores are doubling every 10 or 1 (whatever scale we use) in effiency, productivity whatever. That's easier than trying to define everything based on modern day. It also has the problem when dealing with future techs what we shall define them as.

Also we don't have to base the starting value on any of theirs. The starting value is the minimum ness for anyone. FE minimum agriculture would be that you know how to plant your own plants that you would other scavange for.

What technologies have doubleed more then ten times in history? Remember that the tech level is based on what you can do with the tech, not technical specifications.
-----
I would say transportation is one. We've gone from travel by foot and small canoe-like boats to cars, huge steel ships capable of ocean travel, air and space flight have also been achieved.

Medicine and related fields have done so. From herbal remedies shrouded in obscurity to on the verge of eliminating diseases that have plauged mankind for eons.

Mathematics could possibly be one, if not it comes close. I mean how many people back in the BCE era needed imaginary numbers? They didn't even have the number 0 (with the exception of China later on).

Now there are many fields that will fit nicely into here like agriculture, physics, chemistry, economics, etc. I just don't think we should base it on 1 time period and if we do it shouldn't be at modern day, but when we begin the game. People will understand more then because they can compare it to when they started the game and how they grow from there instead of trying to see how they compare to present day because on dec 31, 2000 probably no one will ever have everything equal to modern day.

Changing the GV to one is a possibility, but I think that the current scale is easier to deal with. I thought that we were only going to show the integer part of the 100-based scale, so there are only two or three numbers displayed, with no decimal part. A 0-10 scale would force us to display decimals if we wanted any decent output, and I find that numbers with decimals are less convenient to work with.
-----
I get kinda confused using a hundered scale and having it double for every 10 on that scale. For me its easier if we use just 0-10 and drop that last zero or make it an additional decimal point.

Richard Bruns
Prince
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Nov 1999
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LGJ: I understand what you are saying, and you have some good points. However, I still do not think that starting at zero is best. I think that most people are most familiar with the modern era, and that the numbers would mean more if they are directly related to something familiar. Numbers based only on a loosely defined historical minimum just would not make as much sense to me, even though I know a lot about history.

I have a hard time imagining that our medicine or any other tech is well over 1024 times as good as they were in ancient civilizations. Are people more than 1024 times as healthy or over 1024 times less likely to die of a disease? I know that the amount of raw data we have has doubled more then ten times, but the application and effects of that data have not grown nearly as much. Ten doublings is a huge change, and should be more than enough to cover the scope of human history to the present.

If we double skill for every one tech level, then we have to display only one digit or a decimal number. People will want to know tech with more precision then a doubling (think of the military consequences of tech levels) and I think decimals are a lot uglier and messier than a two-digit number.

But that, like a lot of this, is a personal preference. We should probably hold a vote about these issues, or at least get a few more opinions.

Mark_Everson
Clash of Civilizations
Project Lead

Canton, MI, USA
b.02-15-99
posted April 05, 2000 22:40   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 guys:

I was trying to be good, and keep my nose out of things, but since opinions were solicited!

Personally I'm half with each of you... I would prefer a scale that starts with 1 far in antiquity, and is 100 for modern times. The place I'd put the flexibility, as Richard and I discussed before (and I deferred to him), is in the 2x 'knowledge' per ten points. IMO by tweaking the 2x a bit, say from 1.5 to 2.5 depending on the particular tech, you can cover a large range of overall knowledge advancement. I think its more important to have things feel right in general than to get the exact math straight. I think the "starts at 1, 100 is present" will do the best for the average player. But we may just have to pick one approach and see what people think.

Richard Bruns
Prince
NC, USA
Nov 1999
posted April 06, 2000 09:10   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: If it were practical to put everything on the scale you describe, I would agree with you. Your system would be the best thing to do if we all had lots of time and resources, but currently we do not have the ability to make this scale work.

It is possible to tweak the numbers in the system so that the tech goes from zero at start to 100 for modern tech. However, I estimate that rescaling the tech tree to do this would take at least 100 man-hours more than using a strict 2x per 10 (or 1) scale, for reasons I described earlier. Changing the growth rate causes consequences throughout the system that must all be addressed, playtested, and debugged. I don't think that this scale would be worth the time and effort.

Mark_Everson
Clash of Civilizations
Project Lead

Canton, MI, USA
b.02-15-99
posted April 06, 2000 11:54   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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Richard:

I wasn't really suggesting a complete overhaul, but rather some tweaking. One easy place to modify the 2x per 10 is in the handling of applications. They already have a structure for increasing faster or slower.

So my suggestion would be that we go from 1 to 100 with 2x per 10 as the nominal value for every tech. But where we think that isn't appropriate we can make corrections in application effectiveness to somewhat compensate. I think that this would work well enough for a game, although there will clearly be some irregularities.

I just want to avoid really turning most players off by things like having Medicine inexplicably start at 30, or -20! If computers start at 40 when everything else is at 60, as we have discussed before, I don't think is a big deal, and we can do it the way you envision.

I really dislike using decimals in the tech levels, just to put my vote in.

Richard Bruns
Prince
NC, USA
Nov 1999
posted April 07, 2000 14:07   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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The 0-100 scale does not require a complete overhaul, but it requires a huge amount of tweaking. In addition to influencing applications, tech help each other. Also, we can't just change the scale without changing the number of RP's that players spend to advence the technology.

For a tech to go from 0 to 100 when it normally would not, we have to change all of the following numbers:

m and c for the technology
h and O for every technology that is affected by the tech
h and O for every technology that helps this tech.
The W value for the tech.
h, L, G, and F for every application that is affected by the technology.

These changes would take a long time, and would probably create a lot of bugs.

Lord God Jinnai
Prince
Arnold, Mo 63010
Sep 1999
posted April 07, 2000 14:30   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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The problem with the way you wish to have technologies is fine up until someone starts developing future technologies and then it gets really out of whach, even for near-future ones there will be lots of problems.
Mark_Everson
Clash of Civilizations
Project Lead

Canton, MI, USA
b.02-15-99
posted April 08, 2000 10:23   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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OK, one more idea, and then I'll quit bugging you two on this point.

How about we do everything Exactly as you have it worked out now, but with one modification. Just for the player interface, re-scale all the model tech level numbers to the admittedly arbitrary 0-100 scale.

So if Agriculture fits naturally on the 0-100 scale it is just left as is. But if Medicine starts at the beginning of the game at +30 so as to keep the 2x scaling right, just apply a simple linear formula to rescale the 30-100 range so that the player sees to 0-100. No modifications are necessary except in the interface, and those are trivial. Trust me, virtually nobody will care that the exact 2x per 10 scaling is slightly broken for Medicine... and players will have something they can make sense out of.

LGJ:

Assuming you were responding to me, what problems are caused for future techs by the 0-100 scale???

Richard:

I'm going to do the tech for econ for demo 5 this weekend finally... has anything changed from before that I should know about that impacts that model or its helper techs?

Richard Bruns
Prince
NC, USA
Nov 1999
posted April 08, 2000 17:36   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 have some reservations about showing the player something different than what is actually going on, but if you think people will like this, then we can put it in as an option. Can we do a poll to see what more people think?
Mark_Everson
Clash of Civilizations
Project Lead

Canton, MI, USA
b.02-15-99
posted April 08, 2000 17:43   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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Sure, we could have a poll. As a matter of fact, because the rescaling approach is so simple, we could just do it the way you have in mind for the first shot. If it turns out as weird as I think, then the rescaling is an easy band-aid to put on it. If I am the only one that doesn't like it (and I might not even be gauging my own responses right) then we need do nothing!
Lord God Jinnai
Prince
Arnold, Mo 63010
Sep 1999
posted April 08, 2000 23:19   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 have no prob with your scale mark so long as every basic tech goes on that scale of 0-100. The problem I have is if we start having techs starts later (ie 30) because with FF techs everything would already be over 100 which IMO would confuse the player. Also we'd have to set up a system of averages for all relevant techs when its developed because since we can't determine the future that well putting arbitrary numbers in to start at is IMO going a little to far. With the 0-X method (X being potetially infinate) then no one has to worry because they know what each level represents basically. IE they know that 10 for Agriculure will represent basically the same level of effort, input, advancement, etc as 10 in electronics.
Mark_Everson
Clash of Civilizations
Project Lead

Canton, MI, USA
b.02-15-99
posted April 09, 2000 08:50   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:

Okay, so this is just the same issue that we've been debating for months. We both think the other's approach is counterintuitive and will confuse the player. I suggest we just let Richard be the tiebreaker on this one, and start using whichever way he prefers. Once people start using the system we can see if it works okay, or we should try the alternative method.

Richard Bruns
Prince
NC, USA
Nov 1999
posted May 06, 2000 12:34   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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This thread has reached the 150 post limit, so I have created a new tech thread:

Technology System Version 5.2

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