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.
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