Okay so a bit of a coding status here. In a few words:
It mostly works.
I got the government model hooked in to the point it's usable. The only things I'm not sure about are the one equation which could yield < 0 result (I arbitrarily added 1 to prevent that) (civil rights). The results seem quite correct with that fix.
One thing I didn't code is the dominant religion stuff when there is no state religion. This means that without state religion, noone wants religious discrimination, which is obviously wrong, but I couldn't find how to compute simply the dominant religion and in the early game there won't be secular states anyway.
I didn't meddle with regimes for the moment.
Taking Rodrigo's govt technical doc, here's more or less what is coded:
I. Computing Real Power Distribution:
Not coded- It's a constant fixed in the scenario files.
II. Creating the Conservative Govt Profile:
Not coded (not yet used).
III. Computing the 5 Political Powers shares for a social class:
Mostly coded. I will be adding the discrimination factors today. Province isolation is not for the foreseeable future.
IV. Computing preferences for DNPs for a social class:
Done.
V. Creating the Support Regimes Shares for a social class:
No regime stuff coded for now.
VI. Creating the 5 Political Block Profiles:
Done.
VII. Creating the Society's Govt Profile:
Done.
VIII. Creating the Future Govt Profile:
Done
IX. Creating the Current Govt Profile:
Currently, the future govt profile is applied immediately. (I am not sure how we can show the information to the player correctly, or if we have to.)
X. Determining the demographic share for a social class:
Specified in the scenario files.
XI. Determining Knowledge and Development levels for a Regime:
Not coded nor used. It will require the tech model to show many more techs and applications before coding this becomes worthwhile.
XII. Determining the Govt-Regime Distance and the Ruler-Regime Distance for a Regime:
Regimes not done.
XIII. Determining Social Class' Historical PCI:
Not done.
XIV. Updating Empire's Stability:
Not done. Depends on the length of the game, which I don't feel confident with for the moment.
XV. Determining Optimum Institutional Infrastructure (OII) needed in a province:
Not done. I do'nt know what this one is for.
XVI. Determining the Number of Administrators Needed (NAN) in a province:
Not done. Again, don't know what it's for.
XVII. Determining Administration Effectiveness Level (AEL) for a province:
Not done. What for?
XVIII. Determining the Maximum Number of Feudal Units (MNFU) in a province:
Not done. This verges on the riots model, and more importantly it requires some stuff to handle feudal units in the diplomacy/military code, which is probably not top priority.
XIX. Determining Govt's Official Religion:
This is specified in the scenario files for now. This means the official religion can't change for the moment. I have to know what dominant religion is for these purposes, and since state religion and religion with the most followers aren't always the same (think Kashmir), I believe there are things to do when computing the dominant religion which may not be straightforward; Maybe multiplying the number of followers of nondominant religion by ReligiousDiscrimination when computing the total number of followers?
With that big list of 'not done', you may think I am talking nonsense when saying it mostly works, but I do say this. Regimes are a refinement which probably require tech to work, and there are hooks to the tech model and length of game I don't feel comfortable coding until we have a tech tree and some length of the game.
I must say that the fact that desired policies depend on the culture of each ethnic group and then on the social classes inside the group will make for a really fun game, as the various ethnic groups want different policies, and this results in a lot of different desires from different ethnic groups, which with ethnic riotting and bad policies riotting add some spice to the game.
Congrats Rodrigo.
It mostly works.
I got the government model hooked in to the point it's usable. The only things I'm not sure about are the one equation which could yield < 0 result (I arbitrarily added 1 to prevent that) (civil rights). The results seem quite correct with that fix.
One thing I didn't code is the dominant religion stuff when there is no state religion. This means that without state religion, noone wants religious discrimination, which is obviously wrong, but I couldn't find how to compute simply the dominant religion and in the early game there won't be secular states anyway.
I didn't meddle with regimes for the moment.
Taking Rodrigo's govt technical doc, here's more or less what is coded:
I. Computing Real Power Distribution:
Not coded- It's a constant fixed in the scenario files.
II. Creating the Conservative Govt Profile:
Not coded (not yet used).
III. Computing the 5 Political Powers shares for a social class:
Mostly coded. I will be adding the discrimination factors today. Province isolation is not for the foreseeable future.
IV. Computing preferences for DNPs for a social class:
Done.
V. Creating the Support Regimes Shares for a social class:
No regime stuff coded for now.
VI. Creating the 5 Political Block Profiles:
Done.
VII. Creating the Society's Govt Profile:
Done.
VIII. Creating the Future Govt Profile:
Done
IX. Creating the Current Govt Profile:
Currently, the future govt profile is applied immediately. (I am not sure how we can show the information to the player correctly, or if we have to.)
X. Determining the demographic share for a social class:
Specified in the scenario files.
XI. Determining Knowledge and Development levels for a Regime:
Not coded nor used. It will require the tech model to show many more techs and applications before coding this becomes worthwhile.
XII. Determining the Govt-Regime Distance and the Ruler-Regime Distance for a Regime:
Regimes not done.
XIII. Determining Social Class' Historical PCI:
Not done.
XIV. Updating Empire's Stability:
Not done. Depends on the length of the game, which I don't feel confident with for the moment.
XV. Determining Optimum Institutional Infrastructure (OII) needed in a province:
Not done. I do'nt know what this one is for.
XVI. Determining the Number of Administrators Needed (NAN) in a province:
Not done. Again, don't know what it's for.
XVII. Determining Administration Effectiveness Level (AEL) for a province:
Not done. What for?
XVIII. Determining the Maximum Number of Feudal Units (MNFU) in a province:
Not done. This verges on the riots model, and more importantly it requires some stuff to handle feudal units in the diplomacy/military code, which is probably not top priority.
XIX. Determining Govt's Official Religion:
This is specified in the scenario files for now. This means the official religion can't change for the moment. I have to know what dominant religion is for these purposes, and since state religion and religion with the most followers aren't always the same (think Kashmir), I believe there are things to do when computing the dominant religion which may not be straightforward; Maybe multiplying the number of followers of nondominant religion by ReligiousDiscrimination when computing the total number of followers?
With that big list of 'not done', you may think I am talking nonsense when saying it mostly works, but I do say this. Regimes are a refinement which probably require tech to work, and there are hooks to the tech model and length of game I don't feel comfortable coding until we have a tech tree and some length of the game.
I must say that the fact that desired policies depend on the culture of each ethnic group and then on the social classes inside the group will make for a really fun game, as the various ethnic groups want different policies, and this results in a lot of different desires from different ethnic groups, which with ethnic riotting and bad policies riotting add some spice to the game.
Congrats Rodrigo.
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