tech reorganise... #2128
Replies: 2 comments
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That's something that's not entire clear. I can imagine it would make sense to try to define what we want the techs to do and derive it from there. So what I believe techs should do:
So that opens up on how to divide things up. I think something like the following makes the most sense now:
Finally, I think it would make sense to leverage more the fact that techs can include techs to try to simplify spobs. Each spob should only include 1-5 tech groups, which would then be built upon lots of more minor ones. This would have the advantage of easily being able to edit the tech definition and have them propagate all over. It could make sense to also add empty groups for now, with the intention of filling them out in the future. These could, for example, be a one to one mapping with tags or the likes (however, I dislike having to define the same thing twice). Maybe it would make sense to use a python script or something to try to generate some tech distribution functionally from tags + faction and other properties.
As mentioned above, it should be able to be done, but I would not hardcode this into the engine, but use helper python scripts to do that sort of thing. That way we would have more control while still allowing manual tuning.
I mentioned on #2127 something on those lines, but basically the idea would be that we should have a single system to handle trade, safe lanes, and the works. It would be parametrized so different factions would prioritize different things, but it would lead to a more natural and intuitive universe. @nenau already mentioned a while ago on also making the AI determine goals and objective based on safe lanes, which would also be a step in the same direction. On what exactly would determine the values? I guess it would all boil down to determining a single value "cost" of creating a lane or connection between two objects, which could be determined based on factors like population, exports, inports, etc. I think the current system just uses distance and presence to do that, but we could flip it around and derive the presence from the population and such values. Once that value is computed it should be possible to just use the algorithm as is to generate lanes, and trade flow between different systems. Benefit is that if things change (events to cause price fluctuations?) the entire system could naturally adapt to that. |
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There is so much good here but I feel like we need to start from the bottom so I made this #2132 and hopefully we can tie this all back in once we get to that level - shouldn't be too hard, it's supposed to make things easier after all! :D |
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Further to @bobbens aside on the first comment on #2126 I was wondering, since I am proofreading all the spobs at present, how we might want to assign techs?
One thing that might make sense is to make it partially based on tags... this will not work so great at present since there are a lot of spobs with no tags but there are a growing number which try to define the spob relatively well as concerns use, economy and industry of the spob and given we already have them assigned to factions and (mostly correct) Planet class I was wondering if we could define more about a spob just from its hard and fast tags?
One of the things I was wondering with the trade stuff is what do we want to define what in terms of trade? Should it be tags, population, trade lanes and does that not mean we should recalculate the other things based on that? (One of the problems with most things is that ultimately the population of a spob is the ultimate arbitar of the amount of wealth and industry and therefore trade and therefore trade lanes and security and therefore level and diversity of tech and therefore selection of ships... so maybe we need to tackle that first? And if we are careful we might be able to predfine a lot about a spob and just let the author override those that they wish for specific reasons or exceptions... (which would mean that current spobs would already have overides set and to have them use the automated system we'd remove things like the list of tech, ships and other things that are set and leave it to the tags, planet class and population settings? Just a thought...
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