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Tech/Social Advances - All Model leaders respond PLZ!!!! (anyone else can too)

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  • #31
    F_Smith: I don't see how the descriptions you listed are incompatible with the current system. All we have to do is have a description of what the current percentage means.

    Chopping up tech progress into 'levels' will generate one of two problems:
    If all techs at a certain level are the same, you have the odd situation where you research for 30 years and your ability to do something doesn't improve at all, and then that thing is suddenly a level higher and much more powerful overnight.
    If percentages are kept the same but groups of percentages are put into a category called a level, then the description will be useless. If one thing is more powerful than another but thery are described as being at the same level, the player will get frustrated.

    You may not have read my post saying that the percentages are on a logarithmic scale. Each ten percent increase in a tech represents approximately a doubling in knowledge or skill. So a society with 70% Metalworking makes much better ships than a society with 60% metalworking. If they were both described as "level four metalworking" the player would wonder why one is twice as good as another.

    And if all things of a certain level really are equal, then you have the odd situation where there are only five levels of ability in the entire course of human history. Each level would then be about four times as good as the previous one. That would generate huge amounts of micromanagement as players tried to push something exactly to the next level. But with a percentage system, players can rest easy knowing that each turn brings about the same level of improvement, assuming that the ability to generate RP's is growing constantly as they manage their civ well.

    Either way, levels will cause problems. But you do have valid concerns about the player interface. We are working on perfecting the model now, and will work in interface when we are done with the model. I think that what we all want is a good, informative interface on a model that is as precise and realistic as possible. I believe that if we make a good model, we will be able to make a good interface for it. I don't want to sacrifice model functionality or precise information to make the interface look better. But your input is helpful, and I will try to make sure that it is possible to put a good interface over any model I work on.
    [This message has been edited by Richard Bruns (edited January 28, 2000).]

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    • #32
      Mark,
      I have what I could call a fairly extensive list of techs and improvements. Many of these techs would give a small percentage improvement over the current rating etc. (Eg.1. Agricultural tech advance # - tube seed drill and plow are combined to create a single device that automatically plants seed while plowing. effect +5% Agriculture production. Eg.2. The introduction of the wheel lock firing method for gunpowder arms gives a certainty to firing but at a cost. effect +10% firepower, +50% cost, unaffected by weather.) What should I do just post them all?? I think not, as they are currently 9 very full pages of point form names. Should I toss them your way in an email so that they can be listed?

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      • #33
        I think send it to Kull and ask him to post it on the page for ideas. That would be best as it would allow anyone to view them at their leasure and not have to take up a huge space in the forum.
        Which Love Hina Girl Are You?
        Mitsumi Otohime
        Oh dear! Are you even sure you answered the questions correctly?) Underneath your confused exterior, you hold fast to your certainties and seek to find the truth about the things you don't know. While you may not be brimming with confidence and energy, you are content with who you are and accepting of both your faults and the faults of others. But while those around you love you deep down, they may find your nonchalance somewhat infuriating. Try to put a bit more thought into what you are doing, and be more aware of your surroundings.

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        • #34
          F_Smith

          One thing I'd like to address here now before it gets out of hand is that creating an item doesn't raise/lower any levels per say, but could help/hinder the increasing of it. Also the way I evinsion tech model (and i generally think rich and mark do too) is that the basic techs and the %s are representative of how throughout most of civilization technology doesn't come in leaps and bounds, but through the gradual process of learning ideas then refining those ideas and expanding the limits slowly. Sometimes there are major jumps and the way we have it set up now it isn't too difficult to add that in, but the way ur propsing doesn't allow for the reverse, ie the gradual accumulation of knowledge. So FE Metalworking (which BTW is now called metallurgy) at 15% isn't as good as 18% and a model based on levels (which is in demos 1-4) couldn't show this slight improvement.

          As per your concern about improved iron production doesn't ness make good at steel production, my idea of having relavant prereq that aren't ness (see demo 5 tech tree, end of my first posting for more details). Should solve this somewhat. However, it may also prove to be too difficult to put in every type of thing because we'd also have to do copper, bronze, gold, silver, eletrum, platinum, etc. and that's just for metallurgy. What happenes when we go into other fields? So to solve that we are using a relevant base % to help determine how good u are. Also if the prereqs for iron working vs steel working are lower for the former (which they will be) the same % IMO should help iron working moreso.
          Which Love Hina Girl Are You?
          Mitsumi Otohime
          Oh dear! Are you even sure you answered the questions correctly?) Underneath your confused exterior, you hold fast to your certainties and seek to find the truth about the things you don't know. While you may not be brimming with confidence and energy, you are content with who you are and accepting of both your faults and the faults of others. But while those around you love you deep down, they may find your nonchalance somewhat infuriating. Try to put a bit more thought into what you are doing, and be more aware of your surroundings.

          Comment


          • #35
            Richard:

            I agree that the approach ya'll are using certainly will work. And I think it will be fun, and playable.

            But I still disagree on some of it's strengths and weaknesses.

            First, I agree that long use of a skill would perfect your abilities in a specific tech (as you said, working with steel for 100 years makes your steel 'skill' much better than some civ that just discovered steel). But I disagree that this should boost your 'tech' in metalworking. Just your skill/experience in steel-working. I don't think that an experienced iron-working civ should be 79% metalworking tech and then gain steel at 80%. To me, that's metalworking 'skill' -- an entirely different stat. I think ya'll are making an error in rolling skill level into the tech level. I see 'tech' as a 'knowledge' -- tech should only go up when new concepts are learned.

            I also feel that 'levels' makes the jump in techs much more understandable than %'s. 80% being 8 times greater than 50% seems very counter-intuitive (and number dependent -- you still have to memorize what each % gains you), while reaching 'level 4 metalworking' gaining you steel (v. 'level 3 metalworking which only allowed you to work iron) seems much more understandable to me.

            I would personally prefer if ya'll were starting with a tech 'tree' system based upon knowledges, and ironing out the inter-relations of the techs (for example, specific bonuses/abilities granted by each tech), and then putting numbers/algorithms behind the system once it's all done. I feel that the algorithms behind the scenes are the simplest part, and the real hard work of the tech system will be in how the techs inter-relate. That is the 'system' part of this, to me.

            Altho what ya'll have is certainly fine. But my favorite games (Masters of Orion 2, Age of Empires, StarCraft, etc) have been the ones that used tech systems in which one tech leads to another, and multiple techs combine in realistic and interesting ways to create new techs based upon what the tech really is, not just some arbitrary %. The relative %s and numbers can be derived after you decide what 'knowledges' or 'techs' will be used, and how they will inter-relate.

            But again, this is just me rambling. Ya'lls current incarnation of the system is certainly workable.

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            • #36
              Krenske:

              Personally, I think you should post the techs on your list a couple at a time, perhaps in 'catagories' of some sort. I think this list is where the real work of the tech system is going to begin, and that after you iron out this list the %s and algorithms behind the scenes will write themselves. Any % system arrived at now will almost certainly change a dozen times, as new tech ideas pop up tech by tech.

              I feel that the hard part will be coming up with interesting, realistic, unusual effects for the techs. Because again, I think that a tech giving a bonus of x% is not much fun. I much prefer your example of an automatic planter, altho I wouldn't have the end result be a simple + to % of production. Perhaps the bonus for an automatic planter could be fewer men needed to work farms, or something. Many techs should have unusual, somewhat unique effects. Many can have dry numbers as bonuses, but I would prefer if ya'll could minimize them as much as possible. I really don't think the game should boil down to maximizing a bunch of %s.
              [This message has been edited by F_Smith (edited January 31, 2000).]

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