netcolony-design Mailing List for Net Colony -- A Political Simulation
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From: Robb M. <rm...@is...> - 2001-11-23 19:47:47
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Just to let everyone know. I have started working on NetColony again. I've been working on the GUI, and I plan to test the client/server over the internet soon. -- A bus station is where a bus stops. A train station is where a train stops. On my desk I have a work station... |
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From: Robb M. <rm...@uv...> - 2001-07-09 22:31:29
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Space stations and tugs: Consider the 2300 AD stutterwarp drive, which can't operate in a gravity field in excess of 0.1 g. For Earth, that places the limit at an altitude (above the surface) of a little less than 14000 km. Just for fun, we'll use the same limit for NetColony. This is way higher than LEO, which has a lower limit of 185 km but more normally 200 km. However, it's under geosynchronous orbit, which is about 36000 km of altitude. The 0.1 g limit is above the inner Van Allen radiation belts, but just barely inside the outer one. The intensity of the inner belt maximizes at about 5000 km, and produces radiation levels of ~ 5 rad/day. The intensity of the outer belt maximizes at 19500 km on average, producing radiation levels of less than 0.1 rad/day. During solar flares, one will experience around 500 rad/hour in the upper belt and 200 rad/hour in the lower one. For comparision, annual exposure on Earth from background radiation is about 0.2 - 0.3 rad. Basically, no one stays in the lower belt any longer than they absolutely have to and long term exposure on an unshielded station in a high orbit is very dangerous. 250 - 300 rad is lethal in 50 % of cases in thirty days, so storm shelters from flares are an absolute necessity for stations above the inner belt. The altitude of the radiation belts for other planets should scale linearly with magnetic field strength. The Earth has a magnetic field of about 4E-4 Tesla. The other issue is that it's not efficient for interface craft to go that high -- carrying re-entry and landing gear to that altitude is simply waste. From this we come to the conclusion that we need another form of transport to ferry cargo from interface shuttles to starships: the space tug, or more formally an Orbital Transfer Vehicle (OTV). OTVs can be largely autonomous (so can interface shuttles, but that's another issue) and use drive technologies that only work in a vacuum or are environmently unfriendly, such as electrostatic (ion) propulsion and nuclear rockets respectively. Generally speaking, I think there will be two forms of planetary stations: ports, which will interface with starships, placed at the 0.1 g limit, and stations, which are functional factories or such and placed in low or medium orbit where they can be directly serviced by interface craft. The general idea is that interface craft will drop off or pick up standardized cargo containers in LEO, which OTVs will shuttle to higher altitudes. So, how high do interface craft go? They have to be in a stable orbit, so let's consider it to be 200 km for Earth. For other atmospheres, the necessary altitude will be dependant on the scale height of the atmosphere (discussed in part I). a = 200 km * ln( H / 8.2 km ) where a is altitude in km, and H is scale atmospheric height. Energy consumption for OTVs will be more or less equal to the theorectical energy difference between orbits. Fusion drives can have exhaust velocities around 1 300 000 m/s so they don't require much reaction mass. -- A bus station is where a bus stops. A train station is where a train stops. On my desk I have a work station... |
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From: Robb M. <rm...@uv...> - 2001-07-09 19:07:54
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In this part, I'll derive a general formula for the energy use per ton lofted into orbit for planets with different surface gravity and atmosphere than Earth. Gravity losses are based on time of flight, and so will scale roughly linearly with surface gravity. We'll guess most vehicles lose 600 m/s to gravity, which gives a time of flight of around 160 - 180 s. Thus: V_gloss = 600 m/s * g where g is the acceleration due to gravity at the surface, in Earth equivalents. Drag isn't quite as simple. Drag varies linearly with air density, so well use the scale height of the atmosphere to represent it's thickness and density. The scale altitude of the Earth's atmosphere is, IIRC, 8.2 km. To within an order of magnitude, most SSTO vehicles will lose 500 m/s to drag losses. H = kT / mg where k is Boltzmann's constant, T is the temperature of the atmosphere (that is, what it emits to space), m is the mean atmospheric molecular mass, and g is the surface gravity in m/s^2. For the most part, we can assume T is equal to the mean surface temperature. Thus: V_dloss = 500 m/s * H / 8200 m which leads to the general solution deltaV = 0.5 Sqrt(g R^2 [ 1 / R - 1 / (R+a) ] + 0.5 mu\ / a) + V_gloss + V_dloss deltaV then goes into the mass fraction equation given in part I which can then be used directly to calculate the cargo capacity of an interface craft. -- A bus station is where a bus stops. A train station is where a train stops. On my desk I have a work station... |
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From: Robb M. <rm...@uv...> - 2001-07-09 16:27:34
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In NetColony, a standard unit will have 400 people, of which 100 will be workers and 300 dependants. This is better than 500 people to a unit as 10 % of a 500 person unit has 12.5 workers. In other words, the fractions work better. The exception is units which will carry the tital specialist. These units are made up of 100 people. Examples are Scientists, Deviants, Pirates, and Nuclear Demolition Engineers. -- A bus station is where a bus stops. A train station is where a train stops. On my desk I have a work station... |
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From: Robb M. <rm...@uv...> - 2001-07-09 00:53:04
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------- Forwarded message follows ------- From: Robb McLeod <rm...@uv...> To: Pi3...@ya... Subject: Pathalos Special Planetary Survey -- 1st Edition Send reply to: rm...@uv... Date sent: Sun, 8 Jul 2001 17:14:20 -0700 Biosphere Survey of Pathalos by SSV MacKenzie (under lease to Czechoslovakia from Canada): Topology: The poles are covered by thick ice caps. In the winter, they retreat to the size of Antarctica. There is a wide expanse of ocean between the caps and recognizable landforms. This is thought to be due to ice flows crushing small, forming islands. Land appears to be generated from the collision of tectonic plates and/or volcanic activity. Tectonic activity produces long, narrow landmasses or chain archipelagoes. Volcanic islands are usually higher and wider. There are also two ring archipelagoes in the Southern hemisphere. These appear to be formed by meteor impacts. Mineralogical asseys seem to confirm this hypothesis. Overall, the island chains of Pathalos are reminisant of the Falkland Islands on Earth. They tend to alternate between rock fields, tundra, and bogs. Erosion effects are very strong on Pathalos. This appears to be due to tidal erosion, rainfall, and collisions between landforms and ice flows. Hydrosphere: The salinity of Pathalos' oceans are less than that of Earth, but contain a wider variety of salts. The ocean is rarely more than a kilometer deep. There are numerous reefs scattered over the planet, although they are gradually ground down by ice flows. The tides of Pathalos are greater than Earth on average and much more complicated. When Pathalos' moons are in alignment, tides can become extreme and cause extensive flooding of landmasses. One of the more unique features of the hydrosphere is the mass migrations of icebergs from the poles during the summer. This presents an obvious threat to not only marine platforms but small islands as well. Meterology: It rains a lot. It snows a lot. Weather tends to cycle with the days & nights. The hydrosphere acts as a moderater, so air tends to flow from the night side and winter pole to the summer pole and dayside. There it is heated, rises, and cylces back. As such, at the surface, there tends to be a stiff breeze at dawn and dusk. At higher altitudes the wind is stronger and the cross-winds can be wicked. Maintenance of the atmosphere in its current state is important to habitation on Pathalos. If the planet heats up too much, the polar cap melt could increase and flood the entire planet. If it cools, the native lifeforms could die, resulting in an ice age. Biology: Proteins are levo-based and hence compatible with Earth life forms. Overall, the lifeforms of Pathalos are retarded compared to those of Earth. As such, caution must be exercised when introducing Earth lifeforms to the native ecosystem, as the more competitive Earth life may drive out the native life. The dominant lifeform appears to be a form of sea lichen -- a symbiosis between algae and fungus. It grows on ocean shelfs, reefs, and in bogs. It is the primary carbon dioxide producer on the planet. Higher order plant life is relatively rare and found mostly in the bogs. They are short, woody plants. They are often hollow, in which some animal species can be found living. In the rocky areas -- which resemble alpine meadows -- lichens and short grasses are relatively common The survey teams have yet to find animal life more advanced than insects but they would be difficult to locate in the camoflague of sea lichen. At least one insect is efficient at converting cellulose to methane. Mineralogy: Initial asseys suggest concentrations of aluminium, titanium, and magnesium. Heavier elements are much less common and radioactives are practically absent. The presence of fossil fuels is unknown at this time. At the very least, we expect there to be large amounts of peat in the boggy areas. Suitable Colony Sites: Equatorial Island Chain: The most temperate area, but it is low lying and hence vulnerable to flooding. Volcanic Island: The vulcan islands are higher than tectonic island chains. However, due to the erosive forces, any existing vulcan island is almost certainly active. Geothermal power may be plentiful. Crater Ring Islands: They are not ideally located in terms of climate but the remnant asteroid material is probaby the only source of refractory metals on the planet. Conclusion: Pathalos faces heavy competition from Stalo in manufacturing and mineral explotation. However, Pathalos is generally more fertile than Stalo. More importantly, the small gravity well will reduce interface costs considerably. It will be economically feasible to use simple chemical propellants (H2/O2 or CH4/O2) to boost payloads to orbit rather than resorting to exotic and expensive propellants. This may make agricultural and raw material exports economical. Extensive biological and engineering research will be necessary to establish safe and productive colonies. The potential for aquaculture appears strong. Some of the native lifeforms, although unpalitable to humans, may serve as high- protein lifestock feed. Rice farming appears to be the most likely form of agriculture in the marshy lowlands, athough the salinity may cause problems. At least one native lifeform appears efficient at converting cellulose to methane, providing a potential cheap fuel source. We're still not sure how we're going to produce vodka. ------- End of forwarded message ------- -- A bus station is where a bus stops. A train station is where a train stops. On my desk I have a work station... |
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From: Robb M. <rm...@uv...> - 2001-07-09 00:53:00
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------- Forwarded message follows ------- From: Robb McLeod <rm...@uv...> To: Pi3...@ya... Subject: Chi Orionis Initial System Survey Send reply to: rm...@uv... Date sent: Sun, 8 Jul 2001 13:44:53 -0700 Survey of Chi Orionis by ISV Cook (under lease to Poland from Canada): Chi Orionis Data: 1.248 Sol luminosity 5920 K surface temperature 1.073 Sol radius 1.057 Sol mass Orbital Data: Chi Orionis-I: 0.223 AU -- 13000 km rockball, density 0.83 Earth Chi Orionis-II: 0.524 AU -- 2300 km rockball, density 0.76 Earth Chi Orionis-III: 0.938 AU -- 3700 km greenhouse, density 0.84 Earth Chi Orionis-IV: 1.320 AU -- 6046 km oceananic, density 0.69 Earth Chi Orionis-V: 2.21 AU -- Asteroid belt Chi Orionis-VI: 2.97 AU -- 5700 km failed core, density 1.17 Earth Chi Orionis-VII: 5.5 AU -- Asteroid belt Chi Orionis-VIII: 7.2 AU -- gas giant (unsurveyed) Chi Orionis-IX: 10.9 AU -- gas giant (unsurveyed) Chi Orionis-X: 20.8 AU -- gas giant (unsurveyed) Chi Orionis-XI: 40 AU -- gas giant (unsurveyed) Chi Orionis-XII: 63 AU -- gas giant (unsurveyed) Chi Orionis-XIII: 83 AU -- gas giant (unsurveyed) Chi Orionis-XIV: 132 AU -- gas giant (unsurveyed) Chi Orionis is a G0V main sequence star, making it very similar to Alpha Centauri. Compared to Sol, it is hotter and brighter. The star system has an approximate age of seven billion years, making it the same age as most other main sequence stars in the area. It appears to be more stable than Sol. Chi Orionis has a very well developed planetary system, with no less than twelve planets and two asteroid belts. There are five planets and an asteroid belt within the inner system. Planets I & II are both hot rockballs of relatively high density. Planet-I is a superterresteroid, with a radius almost twice that of Earth. Two planets, Chi Orionis-III and IV lie within the life zone. However, the Chi Orionis-III seems to had its oceans boiled off and it is now a greenhouse planet like Venus. Chi Orionis-IV is cooler and smaller than Earth, but has a very extensive hydrosphere and appears to be capable of sustaining life. It is considered a class AAA candidate for colonization at this time. The fifth and seventh orbits are asteroid belts that bracket what appears to be a failed core with a trace hydrocarbon atmosphere. The remaining orbits are occupied by small and medium size gas giants. They have not yet been surveyed. We have concentrated our survey on Chi Orionis-IV, named Panthalos, although Chi Orionis-VI may have some future commercial use. Panthalos (Chi Orionis-IV) Data: Orbital Data: Orbital radius (mean): 1.320 AU Orbital period: 408 Earth days Orbital Eccentricity: 0.045 (very small) Orbital Inclination: 1.2 degrees Basic Data: Equatorial Radius: 6046 km Density: 3800 kg/m^3 (0.69 Earth) Mass: 3.51E24 kg (0.587 Earth) Gravity: 0.653 g Escape Velocity: 8800 m/s Geophysical Data: Axial Tilt: 31.7 degrees Rotational Period: 56.2 hours Hydrosphere: 96 % Base Temperature: 235 K (from insolation) Mean Temperature: 272 K (+2 ^C) Magnetic Field (mean): 1.7E-4 T (0.44 Earth) Albedo: 40 % Atmospheric Composition: Surface Pressure: 0.94 atm Nitrogen: 82 % Oxygen: 16.1 % Neon: 1.0 % Argon: 0.6 % Carbon Dioxide: 540 ppm Methane: 5.8 ppm Water: variable Lunar Objects: Panthalos-A Orbital Radius: 154 000 km Lunar Radius: 1471 km Lunar Mass: 4.02E22 kg trace atmosphere, minor volcanic activity Panthalos-B Orbital Radius: 365 000 km Lunar Radius: 570 km Lunar Mass: 2.4E21 kg no points of note Panthalos-C Orbital Radius: 784 000 km Lunar Radius: 121 km Lunar Mass: 2.7E19 kg highly inclined orbit indicates captured body Surveyor Comments: Insolation is less than that of Earth and of a slightly shorter wavelength. Its magnetic field is weaker, though sustained by geological activity, meaning that during solar events colonists chould take shelter. Panthalos has warmed up recently as a result of its star's advancing age and luminosity. As such its life forms may not be highly evolved. However, we know life must be extensive due to the CH4 content of the atmosphere. Panthalos has three moons, all of which are significant although the outer one appears to be a captured asteroid. The three moons produce significant tidal stress on Panthalos, keeping the small core relatively hot and molten. Hence volcanic and tectonic activity is expected to be relatively high. The complex tides have also likely contributed heavily to the erosion of Panthalos' land masses; the oceans of Panthalos are relatively shallow compared to those of Earth. Panthalos has suffered a number of recent impact events, probably due to interaction with the asteroid belts outside its orbits. These impacts have contributed to the topology of Panthalos, creating some ring-shaped archipelagoes. These have also likely contributed to the geological activity of the planet. The high axial tilt creates large seasons on Panthalos. The size of the large polar ice caps changes significantly with the seasons, and as a result large ice flows will break free of the caps each summer and float towards the equator. The long day contributes to extensive atmospheric convection, so combined with the extensive hydrosphere means windstorms are common and rainfall & snowfall heavy. Cold air flows along the surface from the poles to the equator. The atmosphere dense for the planet's size and is heavy in greenhouse gases such as carbon dioxide, methane, and water, which help counteract the low albedo of the oceans and keep the mean temperature above the freezing point of salt water. The partial pressure of oxygen is somewhat lower than optimum, and is equivalent to roughly 2.25 - 2.5 km altitude on Earth. The equator appears to be the most habital region. Although the mean temperature is not much higher than the poles (~ 277 K), it is much more stable. There is not much snowfall at the equator. The orbit is nearly circular, which keeps total insolation nearly constant. Thus seasonal variation at the equator is almost nil. ------- End of forwarded message ------- -- A bus station is where a bus stops. A train station is where a train stops. On my desk I have a work station... |
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From: Robb M. <rm...@uv...> - 2001-07-06 19:07:21
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A good game to check out for its economic modeling, even if it is not set in a science ficton setting, is Capitalism Plus. It's available for download on the Underdogs Abandonware website. http://www.theunderdogs.org/game.php?name=Capitalism+Plus -- A bus station is where a bus stops. A train station is where a train stops. On my desk I have a work station... |
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From: Robb M. <rm...@uv...> - 2001-07-05 23:10:40
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On 5 Jul 2001, at 14:38, Lev...@ao... wrote: > I think you were right about your hardest part being the proposition > system. without the props, though, its no longer a political > simulation, just an economic or strategic simulation. > > I have an idea. there are really just a few basic kinds of > proposition. If you can make a rigid structure, and count on player > self-policing to ostracize those who do not follow propositions, it > can work. for instance, the bulk of propositions are of the nature: > "Interest A shall be awarded X dollars on turn N, Y dollars on turn > N+1, etc, to perform this task." there is no way (as far as i know) > the computer can understand all the possible tasks, but it does not > have to. If the player does not perform the task of the proposition, > or meet its other stipulations, the others will know. Yes, I can implement that, but I doubt if players will ostracize others -- they tend to look after their own self-interests. If the Fringe passed a prop forcing TRM to withdraw from the colony (ha!), and TRM refused, most people probably wouldn't care. Moreover, if TRM had a cabal of supporters, it wouldn't matter. Then again, perhaps that is closer to reality. > So, there are really only a few basic common propositions. > > Grant money. > Take money. > set restriction or requirement on one or more players. > > there are many other propositions, but most of them affect only > players, not the mathematical structure of the game, so the computer > needn't worry. For example, the proposition that set up Tawantinsuyo > and Texan settlement rights was very complex, but had no effect at all > on the mechanics of the game. It only affected what players could do. > > So maybe propositions isn't so rough a mechanic for the computer. What about a perfectly legitimate proposition such as the TRM conscription? Do we try and predict likely legislation type propositions? Also, consider that Pi3Orionis only reflected an immature colony, where the home government provided the money. What other situations will occur that didn't in Pi3Orionis? I'm not trying to decry your ideas, I just can't think of an elegant solution. One thing is pretty clear: as a political simulation, we have to outdo all the other strategy games in that sector. -- A bus station is where a bus stops. A train station is where a train stops. On my desk I have a work station... |
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From: Robb M. <rm...@uv...> - 2001-07-05 20:26:43
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The public bid paradigm is designed to help reduce the workload on the players in negotiating for Commodities. Basically, the Interest will post, through a special feature in the software, a notice that they are soliticiting bids for a given quantity of a given Commodity. Other Interests will then be allowed to submit a blind bid. In addition, if it has the capacity, the Market will submit a bid of its own. After the soliticitation period has expired, the software will automatically select the best bid as the winner. Market pressures will tend to drive the price around to the correct value, unless someone is trying to monopolize the market. This is better than submitting bids in turn reports because it insures that Interests will know if they have the Commodities they need or not. Interests will still be able to wheel and deal more complex arrangements outside the bid system. These sort of negotiations are suitable for long-term contracts but not if Tourism just wants to build a Hotel. Also, if one of the players likes to quibble over tiny sums of Livre, the bid system lets the other Interests to ignore that annoying personality trait. -- A bus station is where a bus stops. A train station is where a train stops. On my desk I have a work station... |
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From: Robb M. <rm...@uv...> - 2001-07-05 19:25:41
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On 4 Jul 2001, at 13:11, Lev...@ao... wrote: > Services are as slippery as an eel, and hard to pin down, but a very > important part of an economy for several distinct reasons. First, the > easy one, they do free people up to concentrate on what it is they do. > Businesses hire payroll firms to write their paychecks because they > find it easier and less costly than wastign their own time on it. > > Here is the harder one: Services are a desired end item in their own > right, and are purchased in many cases not for efficiency but for > their value. > > SOme time ago, I've tried, and failed, to concvince Bryn that > "services" really are a part of the production of a nation. He sees > only "tangible goods" as wealth. The kicker, though, is that we buy > tangible goods because of the services they perform. > > Case in point- the dishwasher. Supposing you had a "Dishwashing > budget" of $1000.00- would it matter to you (economically) if you > bought a dishwashing machine for that price or bought the same service > from "Bob and Doug's Home Dishwashing" in human labor, if they > produced the same output? At the output side, Services are > economically indistinguishable from goods that perform services. > > Now, supposing you did not have a dishwashing budget at all- nothing > to spend, but you HAD to do your dishes. You would do them anyway, > and it would eat into your leisure time. It would most likely NOT > interfere with your work. (Might enhance it- maybe you would be > realxed by dishwashing, and it would inspire some new bit of computer > code). So, the sole reason you buy the dishwasher, or hire Bob and > Doug, is to enhance your life. That is the sole reason you buy > anything. I bought a house because prefer it to living in a tent, and > I want a place to keep my stuff. > > So, there are two components of the colony market. There are Needs, > like food, medicine, and the goods needed to perform economically, > such as the Factory's Input, and their are Wants- everythign else. > Services, and Exotic commodity tends to be in the latter. So, a > Service, although it may be an "efficiency multiplier" may also jsut > be somethign somebody wants. I don't think I'll account for Services as an efficiency multiplier. It will be subject to supply and demand like any Commodity. If the colony wide demand for Services outstrips the supply, the price per unit will increase and it will have a colony wide negative effect on Morale. Morale and efficiency are the same, so it will have the desired effect. The main difference is that Merchant Shipping won't be able to ship in Services in the same manner as Goods, and Food. > In the Unit Descriptions for Pi 3 you will note that Workers, like > Quarks, come in flavors, in this case three. There are three- the > Corporate Worker adds efficiency to other units belonging to the > Interest, the Service Worker just sells services to the market, and > the Business Service Worker enhances ANY unit, with its enhancements > being based on the available Infrastructure. The better the > infrastructure, the more the BSW can do. Which I have dumped. > I understand how you've broken down the Service commodity, but I don't > think the term "inferior" fits quite right. Maybe "general" or > "basic" or some such. You will also find that its hard to break up a > Service unit to such detail without ungodly complications. If you > have a unit of restaurant owners, how many waitress units should there > be? You'll kill yourself. I'm not about to worry about that level of detail. Services are a Commodity, and they are bought and sold by the unit. An abstract commodity, but one nonetheless. As a piece of software, we have to rationalize and categorize. Otherwise I can't implement it. Hence, we sometimes have to stuff a round peg into a square hole. > I had three units that were basically service oriented: The Deviant, > although not necessarily devoted to the task, sells services because > they do what they must to survive. > > The Artist is the high end of the scale, and represents any worker > whose skill and reputation make others seek him out for services > despite their high cost. This can include taxis- for example, the > very high end limo companies- and restaurants. Could cover > programmers, in that some programmers might shine above the rest. How much are limo drivers paid? > I hate to break it to you, but around my area, a plumber is paid more > than a programmer. And electricians, carpenters, even some masons... > Yeah, the programmers had it during the Dot-Communist Era, but with > the laying of thuosands of them in NY and NJ, great herds of them mill > about the coffee shops reading job listings, while the Wall Street > Journal's cover story describes how "toolhandy" people are in more > demand than ever. This is somewhat off topic, but mediocre programmers are a dime a dozen. However, there are many, many advertisements for senior level personnel out there. In software engineering, the good people can out-produce the mediocre by a significant margin. That's why corporations go to such lengths to retain their good people. > Who knows where the pendulum would swing by 2300? -- A bus station is where a bus stops. A train station is where a train stops. On my desk I have a work station... |
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From: Robb M. <rm...@uv...> - 2001-07-05 19:25:41
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In Pi3Orionis, units could do many things per turn. They will not be so flexible in NetColony. Each Unit will be permitted one Primary Activity per turn. Depending on the Primary Activity, they may also be permitted a Secondary Activity. So, for example, consider the case where a Unit is moving from a Facility in one city to a new one elsewhere. To do so, the player must make the Unit's primary Activity "Move". The Unit cannot do anything else -- the Move activity requires the entire turn. So for Units that arrive via starship sometime in the course of a turn, they will not produce any output until the following turn. For a primary-secondary example, consider the Public Works Engineer. It's typically primary Activity is the maintenance of Infrastructure. For now, we'll call this activity "Maintain_Infrastructure". Optionally, the unit can also produce a couple of Bricks for specialize use -- we might call this secondary Activity "Build_InferiorBrick". More likely, there would be a specific economic pathway for this unit to use. In this manner, through the parser concept, Activities can be seperated from unit types thus reducing the number of hard-coded unit abilities in the game. This degree of focus is a simplification, but very necessary for a computer implementation. -- A bus station is where a bus stops. A train station is where a train stops. On my desk I have a work station... |
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From: Robb M. <rm...@uv...> - 2001-07-05 17:49:56
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In Pi3Orionis, units could do many things per turn. They will not be so flexible in NetColony. Each Unit will be permitted one Primary Activity per turn. Depending on the Primary Activity, they may also be permitted a Secondary Activity. So, for example, consider the case where a Unit is moving from a Facility in one city to a new one elsewhere. To do so, the player must make the Unit's primary Activity "Move". The Unit cannot do anything else -- the Move activity requires the entire turn. So for Units that arrive via starship sometime in the course of a turn, they will not produce any output until the following turn. For a primary-secondary example, consider the Public Works Engineer. It's typically primary Activity is the maintenance of Infrastructure. For now, we'll call this activity "Maintain_Infrastructure". Optionally, the unit can also produce a couple of Bricks for specialize use -- we might call this secondary Activity "Build_InferiorBrick". More likely, there would be a specific economic pathway for this unit to use. In this manner, through the parser concept, Activities can be seperated from unit types thus reducing the number of hard-coded unit abilities in the game. This degree of focus is a simplification, but very necessary for a computer implementation. -- A bus station is where a bus stops. A train station is where a train stops. On my desk I have a work station... |
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From: Robb M. <rm...@uv...> - 2001-07-05 17:49:56
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On 4 Jul 2001, at 13:11, Lev...@ao... wrote: > Services are as slippery as an eel, and hard to pin down, but a very > important part of an economy for several distinct reasons. First, > the easy one, they do free people up to concentrate on what it is > they do. > Businesses hire payroll firms to write their paychecks because they > find it easier and less costly than wastign their own time on it. > > Here is the harder one: Services are a desired end item in their > own right, and are purchased in many cases not for efficiency but > for their value. > > SOme time ago, I've tried, and failed, to concvince Bryn that > "services" really are a part of the production of a nation. He sees > only "tangible goods" as wealth. The kicker, though, is that we buy > tangible goods because of the services they perform. > > Case in point- the dishwasher. Supposing you had a "Dishwashing > budget" of $1000.00- would it matter to you (economically) if you > bought a dishwashing machine for that price or bought the same > service from "Bob and Doug's Home Dishwashing" in human labor, if > they produced the same output? At the output side, Services are > economically indistinguishable from goods that perform services. > > Now, supposing you did not have a dishwashing budget at all- nothing > to spend, but you HAD to do your dishes. You would do them anyway, > and it would eat into your leisure time. It would most likely NOT > interfere with your work. (Might enhance it- maybe you would be > realxed by dishwashing, and it would inspire some new bit of > computer code). So, the sole reason you buy the dishwasher, or > hire Bob and Doug, is to enhance your life. That is the sole reason > you buy anything. I bought a house because prefer it to living in a > tent, and I want a place to keep my stuff. > > So, there are two components of the colony market. There are Needs, > like food, medicine, and the goods needed to perform economically, > such as the Factory's Input, and their are Wants- everythign else. > Services, and Exotic commodity tends to be in the latter. So, a > Service, although it may be an "efficiency multiplier" may also jsut > be somethign somebody wants. I don't think I'll account for Services as an efficiency multiplier. It will be subject to supply and demand like any Commodity. If the colony wide demand for Services outstrips the supply, the price per unit will increase and it will have a colony wide negative effect on Morale. Morale and efficiency are the same, so it will have the desired effect. The main difference is that Merchant Shipping won't be able to ship in Services in the same manner as Goods, and Food. > In the Unit Descriptions for Pi 3 you will note that Workers, like > Quarks, come in flavors, in this case three. There are three- the > Corporate Worker adds efficiency to other units belonging to the > Interest, the Service Worker just sells services to the market, and > the Business Service Worker enhances ANY unit, with its enhancements > being based on the available Infrastructure. The better the > infrastructure, the more the BSW can do. Which I have dumped. > I understand how you've broken down the Service commodity, but I > don't think the term "inferior" fits quite right. Maybe "general" > or "basic" or some such. You will also find that its hard to break > up a Service unit to such detail without ungodly complications. If > you have a unit of restaurant owners, how many waitress units should > there be? You'll kill yourself. I'm not about to worry about that level of detail. Services are a Commodity, and they are bought and sold by the unit. An abstract commodity, but one nonetheless. As a piece of software, we have to rationalize and categorize. Otherwise I can't implement it. Hence, we sometimes have to stuff a round peg into a square hole. > I had three units that were basically service oriented: The > Deviant, although not necessarily devoted to the task, sells > services because they do what they must to survive. > > The Artist is the high end of the scale, and represents any worker > whose skill and reputation make others seek him out for services > despite their high cost. This can include taxis- for example, the > very high end limo companies- and restaurants. Could cover > programmers, in that some programmers might shine above the rest. How much are limo drivers paid? > I hate to break it to you, but around my area, a plumber is paid > more than a programmer. And electricians, carpenters, even some > masons... Yeah, the programmers had it during the Dot-Communist Era, > but with the laying of thuosands of them in NY and NJ, great herds > of them mill about the coffee shops reading job listings, while the > Wall Street Journal's cover story describes how "toolhandy" people > are in more demand than ever. This is somewhat off topic, but mediocre programmers are a dime a dozen. However, there are many, many advertisements for senior level personnel out there. In software engineering, the good people can out-produce the mediocre by a significant margin. That's why corporations go to such lengths to retain their good people. > Who knows where the pendulum would swing by 2300? -- A bus station is where a bus stops. A train station is where a train stops. On my desk I have a work station... |
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From: Robb M. <rm...@uv...> - 2001-07-04 18:45:10
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This is a repost of Ben's response to my Services discussion. ------- Forwarded message follows ------- From: Lev...@ao... Date sent: Wed, 4 Jul 2001 13:11:40 EDT Subject: Re: New Commodity: Services To: rm...@uv... Robb, Services are as slippery as an eel, and hard to pin down, but a very important part of an economy for several distinct reasons. First, the easy one, they do free people up to concentrate on what it is they do. Businesses hire payroll firms to write their paychecks because they find it easier and less costly than wastign their own time on it. Here is the harder one: Services are a desired end item in their own right, and are purchased in many cases not for efficiency but for their value. SOme time ago, I've tried, and failed, to concvince Bryn that "services" really are a part of the production of a nation. He sees only "tangible goods" as wealth. The kicker, though, is that we buy tangible goods because of the services they perform. Case in point- the dishwasher. Supposing you had a "Dishwashing budget" of $1000.00- would it matter to you (economically) if you bought a dishwashing machine for that price or bought the same service from "Bob and Doug's Home Dishwashing" in human labor, if they produced the same output? At the output side, Services are economically indistinguishable from goods that perform services. Now, supposing you did not have a dishwashing budget at all- nothing to spend, but you HAD to do your dishes. You would do them anyway, and it would eat into your leisure time. It would most likely NOT interfere with your work. (Might enhance it- maybe you would be realxed by dishwashing, and it would inspire some new bit of computer code). So, the sole reason you buy the dishwasher, or hire Bob and Doug, is to enhance your life. That is the sole reason you buy anything. I bought a house because prefer it to living in a tent, and I want a place to keep my stuff. So, there are two components of the colony market. There are Needs, like food, medicine, and the goods needed to perform economically, such as the Factory's Input, and their are Wants- everythign else. Services, and Exotic commodity tends to be in the latter. So, a Service, although it may be an "efficiency multiplier" may also jsut be somethign somebody wants. In the Unit Descriptions for Pi 3 you will note that Workers, like Quarks, come in flavors, in this case three. There are three- the Corporate Worker adds efficiency to other units belonging to the Interest, the Service Worker just sells services to the market, and the Business Service Worker enhances ANY unit, with its enhancements being based on the available Infrastructure. The better the infrastructure, the more the BSW can do. I understand how you've broken down the Service commodity, but I don't think the term "inferior" fits quite right. Maybe "general" or "basic" or some such. You will also find that its hard to break up a Service unit to such detail without ungodly complications. If you have a unit of restaurant owners, how many waitress units should there be? You'll kill yourself. I had three units that were basically service oriented: The Deviant, although not necessarily devoted to the task, sells services because they do what they must to survive. The Artist is the high end of the scale, and represents any worker whose skill and reputation make others seek him out for services despite their high cost. This can include taxis- for example, the very high end limo companies- and restaurants. Could cover programmers, in that some programmers might shine above the rest. I hate to break it to you, but around my area, a plumber is paid more than a programmer. And electricians, carpenters, even some masons... Yeah, the programmers had it during the Dot-Communist Era, but with the laying of thuosands of them in NY and NJ, great herds of them mill about the coffee shops reading job listings, while the Wall Street Journal's cover story describes how "toolhandy" people are in more demand than ever. Who knows where the pendulum would swing by 2300? Ben ------- End of forwarded message ------- -- A bus station is where a bus stops. A train station is where a train stops. On my desk I have a work station... |
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From: Robb M. <rm...@uv...> - 2001-07-04 04:40:43
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In NetColony, interface craft will use a monopropellent: metastable crystalline nitrogen slurried in liquid nitrogen. This stuff has been synthesized in small quantities and it is stable above the temperature of liquid nitrogen. It's a superior fuel even compared to metallic hydrogen because it's more energy efficient -- energy consumption scales with the square of exhaust velocity but mass fraction decreases exponentially. For Earth, the optimum exhaust velocity is around 5500 m/s for power per unit of mass lofted. In economic terms, we expect a higher value to be the optimum point due to infrastructure and overhead concerns. Exhaust velocity is probably around 7500 m/s, and the propellent density somewhere around 1500 kg/m^3. The fuel density is high, so gravity losses (due to high thrust to weight ratio) and drag losses (due to tank volume) are minimized. For comparision, a liquid hydrogen/ liquid oxygen (LH2/LOX) propelled vehicle with an exhaust velocity of around 4300 m/s and a bulk density of 400 kg/m^3 requires a deltaV of 9300 m/s to get into LEO. In comparision, because of the higher density, Kerosene/LOX requires about 8900 m/s with an exhaust velocity of 3400 m/s and bulk density of 1050 kg/m^3. So for an Earth-like planet, we guess a crystalline nitrogen powered craft would need a deltaV of about 8700 m/s. The theoretical (or ideal) deltaV is about 7600 m/s. That implies our gravity and drag losses are on the order of 1100 m/s for a nitrogen powered vehicle in 1 g. That's not to say that the mass ratios are the same -- they aren't. For a single-stage to-orbit vehicle, Mf = 1 - exp( - v_o / v_e ) where Mf = fuel proportion v_o = deltaV to orbit v_e = propellant exhaust velocity For LH2/LOX, Mf is 0.885. This means, of the gross lift-off mass (GLOM), 88.5 % is propellant and 11.5 % is vehicle. That might mean that 1 % of GLOM is payload, on a good day. For crystalline nitrogen, Mf turns out to be 0.687. So, if we include ullage, orbital manuever and reaction control, and powered landing, somewhere around 70 % of the vehicle's mass will be propellant. A dense monopropellant vehicle would be easy to build, so 10 % structural mass seems robust. That leaves 20 % payload fraction -- a 20x improvement over LH2/LOX. For our purposes, we want to know the relation between fuel and payload. In this case, it's easy and computes to 3.5:1. On a per ton of Cargo basis, we need 3.5 tons of Special Fuel. 3.5 tons of Special Fuel has about 100 Gigajoules of energy. To translate that to NetColony MW units, we note that 1 MW => 1.6E13 J => 160 tons cargo. There you go. Now we have a good number for the amount of energy needed to put something into orbit, so the Special Fuel pathway has some numbers. If medium-sized shuttle -- like a Comet -- can launch 40 tons into orbit, 150 times a turn, then it has a per turn capacity of 6000 tons. This ideally requires 37.5 MW, or for a 75 % efficient industrial process, 50 MW. The next step is to adapt to extra-Terran planets. We can compute ideal deltaV for any orbit and any gravity: E/m = g R^2 [ 1 / R - 1 / (R+a) ] + 0.5 mu\ / a where E/m = energy per unit mass, J/kg g = surface gravity, m/s^2 R = planetary radius (asume spherical), m a = orbital altitude above surface, m mu\ = gravitational mass factor, m^3/s^2 (sometimes written GM, where G is gravitational constant and M is planetary mass) as E/m = 2 v^2, we can then solve for a deltaV. This allows us to project the necessary deltaV for planets with Earth's atmosphere but different gravities. For drag losses, we need to account for the scale height of the atmosphere. We would also like to consider what happens when you launch from high altitude (i.e. mountain or tower launch) or at some initial velocity (i.e. catapult). I'll talk about that later. The other thing I have to talk about later is orbital transfer vehicles. Since we're only talking about injecting cargo into 200 km orbits, we need OTVs to ferry the cargo to higher altitudes where the starships can go. Also, things can go down more cheaply than up so I was planning on adding Mayfly gliders. -- A bus station is where a bus stops. A train station is where a train stops. On my desk I have a work station... |
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From: Robb M. <rm...@uv...> - 2001-06-30 18:21:15
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Here's an idea for the Pi3Orionis game system: Leaders. Leaders would be relatively rare, and attached to individual Units or, more rarely, entire interests. They would effect the production of units, or even provide special powers (or limitations). I'm looking at games like Master of Orion 2, Rebellion, or the Koei series for ideas. Locating and recruiting leaders could then become part of the game mechanics. Most especially important is the idea that leaders improve with experience like characters do in most RPGs: by the referee rewarding good role-playing. While the Influence mechanism can keep players within their Agenda, improving Leaders would be a way of rewarding role-playing. -- A bus station is where a bus stops. A train station is where a train stops. On my desk I have a work station... |
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From: Robb M. <rm...@uv...> - 2001-06-11 04:01:44
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Okay, I know Evan is moving, but Tyge, say something! I wrote a really early version of the client/server and posted it to the files section. Try it out and tell me if it works on your computer. You'll need to download JRE. I'll post instructions in the Help forum. Next step is to evolve the client/server by adding security, robustness, and features. I also have to figure out my internal model for the parser. Then I'll start a GUI to allow proposition introduction, voting, vote resolution, etc. -- A bus station is where a bus stops. A train station is where a train stops. On my desk I have a work station... |
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From: Robb M. <rm...@uv...> - 2001-06-08 21:18:48
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Some design rules for the parser: * Fields seperated by the comma ',' or carriage return (ASCII #16) * Sections terminated by the semi-colon ';' * '#' character used for comments. Anything following a # on a line is ignored. No multi-line commenting for now * Whitespace is trimed on either side of a seperator. * Case senstive * A-Z, a-z, 0-9, _ and . are valid characters to be interpreted. Commands (to the parser) will typically be in CAPS, while data fields are mixed case. So, unless anyone has some comments, I'll get started. -- A bus station is where a bus stops. A train station is where a train stops. On my desk I have a work station... |
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From: Robb M. <rm...@uv...> - 2001-06-07 20:01:36
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Ver 0.1 of the NetColony design has been released. It's in the files section on SourceForge. There's a lot of work to be done but I get tired of typing and I need some input. -- A bus station is where a bus stops. A train station is where a train stops. On my desk I have a work station... |
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From: Robb M. <rm...@uv...> - 2001-06-07 01:26:43
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Developers Anonymous:
On 6 Jun 2001, at 23:25, Even S=F8rgjerd wrote:
> (I'm no programing authority by any standards, so I might be a bit off
> here.) Wouldn't the whole game mechanics and program itself be
> independent on how you input the information to it? Wheter you submit
> your orders through a web page or as a text file should not have any
> effect on what the program does to those orders.
>
> What I am getting at here is basically that I feel the start might be
> a bit in the wrong end. Wouldn't it be better to make at least a
> framework before we start designing how its implementation should
> look? If the core of the game is good enough it should not matter
> where it got it's input from, TCP/IP, web or file based.
>
> Personally I only have experience with file based input, and that
> would be the preference for me. As the actual work most likely will be
> done by others, I'll leave that decision to you.
Yes I see your point. Input/output is likely to be primarily text
based so that it's highly portable. Some binary files will be
necessary for data intensive items, like maps. Most of the security
onus has to be on the server side anyway, especially in an
opensource environment where players can modify their client
software.
That tends to imply that the first thing I should implement is a
parser. Java has string tokenizers and such so that's not
particularly difficult.
A lot of the game configuration should naturally be loaded from text
files so it is easy to edit. I look at commercial games like Alpha
Centauri and Emperor of the Rising Suns in this regard. For
example, the entire unit database can be in a text format.
The trick with developing a protocol for text orders is not to screw
up from the start. Otherwise you end up with legacy problems
when you have to change something.
E.g.
UNITNAME, ACTION, {DATA1, DATA2, ...}, SPECIAL
You get the idea.
--
A bus station is where a bus stops. A train station is
where a train stops. On my desk I have a work station...
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From: <so...@tc...> - 2001-06-06 22:34:55
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Hi A problem would be the great difference in the scale of the Earth and = the colonies. This game system will most likely be based on a single = initial colony, much like in Pi3. This will initially be totally dwarfed = by the Earth sphere. Trying to model the Earth on the same basis as the = colonies would most likely not work. THe small initial would also have a = very minor importance even when compared to most of the nations that are = not represented in the game. But it is a very interesting idea. As GGII most likely never will leave = the planning stage, a upscaled version of NetColony might work for that = purpose. Cheers Even > My final vision for NetColony is to run the Great Game in=20 > NetColony format. >=20 > The game would start in Sol with the discovery of FTL travel. There=20 > would be five major alliances of nations. Each alliance would have=20 > three interests, and then there would be Academia et al (more as=20 > lobby groups than bean counters). Everyone then has free reign to=20 > expand at will, as best they are able, to whatever planets they can=20 > discover. =20 >=20 > Anything goes. >=20 > A neat idea, don't you think? > -- > A bus station is where a bus stops. A train station is=20 > where a train stops. On my desk I have a work station... >=20 > _______________________________________________ > Netcolony-design mailing list > Net...@li... > http://lists.sourceforge.net/lists/listinfo/netcolony-design >=20 |
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From: <so...@tc...> - 2001-06-06 22:29:09
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Hei > So, the first decision to make is to determine the basic format for=20 > data communication among the players. I've thought of three=20 > potential formats: (I'm no programing authority by any standards, so I might be a bit off = here.) Wouldn't the whole game mechanics and program itself be independent on = how you input the information to it? Wheter you submit your orders = through a web page or as a text file should not have any effect on what = the program does to those orders. What I am getting at here is basically that I feel the start might be a = bit in the wrong end. Wouldn't it be better to make at least a framework = before we start designing how its implementation should look? If the = core of the game is good enough it should not matter where it got it's = input from, TCP/IP, web or file based. Personally I only have experience with file based input, and that would = be the preference for me. As the actual work most likely will be done by = others, I'll leave that decision to you. Cheers Even |
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From: Robb M. <rm...@uv...> - 2001-06-06 22:25:28
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My final vision for NetColony is to run the Great Game in NetColony format. The game would start in Sol with the discovery of FTL travel. There would be five major alliances of nations. Each alliance would have three interests, and then there would be Academia et al (more as lobby groups than bean counters). Everyone then has free reign to expand at will, as best they are able, to whatever planets they can discover. Anything goes. A neat idea, don't you think? -- A bus station is where a bus stops. A train station is where a train stops. On my desk I have a work station... |
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From: Robb M. <rm...@uv...> - 2001-06-06 22:13:23
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On 6 Jun 2001, at 20:08, Even S=F8rgjerd wrote: > It is clear that the game as it is now is not very suitable for making > a general computer run game. The question then is in what direction > the game should be changed. I and my my brother has made quite a few > thoughts on the issue of what is good and bad about the current game, > but I would like to know what ideas you had for it. The most important > is of course what part of the game should be emphasized. Economy, > politcs, war etc. Social Politic Economic These are the three operational drivers in the game. I want to expand on the other aspects of the Pi3Orionis game like war, but it's not a priority. There's already too many 4X (eXplore, eXpand, eXploit, eXterminate) games out there. Obviously the game overall will have to be better defined. The Proposition system, in particular, is too valuable a concept to throw out but will also be tricky to implement. On the other hand, Pathways are likely to disappear for awhile in favour of a more abstract economy. I would like to write game features in concrete steps. The first step is to write the client/server framework, and then we can move onto GUI stuff from there. The first GUI might be, for example, a feature to automate making propositions and voting on them. The final program might look like a bunch of utilities all stuck together on a common interface. Note that some of these features may find their way into Pi3Orionis as Ben is enthused about the project. > Another thing is to what extent you had planned this to be based on > 2300AD. If it is meant to be a more genrel concept, some form of > technology parameters would be useful. At least officially, 2300AD is to be removed from the game. This is not to say that there might not be remarkable simularities between a NetColony universe and the 2300AD world. E.g. Tantalum -> Unobtainium. In terms of technology, I was going to make it fairly stagnant initially. Later in the game, technology would probably be based on a technology level methodology. I would like the game engine to be very versatile and capable of handling different game universes. At the same time, for the purposes of testing and reducing the blandness of a generic game, I want to develop a specific universe based on the colonization of the Chi Orionis system. -- A bus station is where a bus stops. A train station is where a train stops. On my desk I have a work station... |
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From: Robb M. <rm...@uv...> - 2001-06-06 21:49:34
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I'd like to compose a list of past games that are in at least a similar genre and might give developers ideas beyond Pi3Orionis. Sid Meier's Alpha Centauri Imperialism & Imperialism II Emperor of the Fading Suns Alien Legacy Outpost (ugh) Master of Orion I & II Anacreon: Reconstruction Space Empires III & IV Stars! VGAPlanets Star Wars Rebellion (particularly the special unit operations) These are just the ones I can think of off the top of my head. Most of these are the conquer and destroy type games but they might have the occassional brain-wave in them. -- A bus station is where a bus stops. A train station is where a train stops. On my desk I have a work station... |