Civ Values to determine World Generation Rates

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Civ Values to determine World Generation Rates

Postby Chakravanti » Mon Sep 19, 2011 5:26 pm

Pretty much. Dug out areas constructions of any type with varying values for anything and high values for all industrial activity and production units, walls and buildings. Wagons should not add to Civ value and with certain things such as mobile claims coming about actually detract from civilization as it declares them a more nomadic or warlike peoples (e.g. 'less civilized') where armaments of of armor and Flag bearing and Stronger beasts of armor, toughness and strength for the necessary function of either types of people. Whatever they roll out for warfare mechanics, I'm just extrapolating from what exists. I imagine that breeding for warfare could have to involve some work against breeding for production and even involve several animals to achieve various shit. These, in that quality levels might also contribute to Civ values.

This then that as Civ grows, more world becomes generated at some rate. In other words, Enforce scarcity to enforce development to a certain density and make new territory a thing that all contribute to and continually race towards and for pushing them out but keeping them closely established together from world generation. Making new players that arrive progressively further out from the point of origin of the world. This relationship equaling into a margin of expense versus interest in the abuse versus extortion/alliance :D relationships with new colonies that see increasing pressure to band together for and against these powers at relationships that then further serve to make them forward that subservience as they gain power and development and push outward to create a social dynamic that arises not out of inability to do damage but out of economic efficiency that still sees violence necessary from time to time as player want to cash in on their investment of capability and don't give a shit about the economic returns because looting your rebel sub nations and then taking that plunder on your original core antagonist nations destroys civ values and could slow expansion creating world wars that everyone prepares for.

Also creates incentive to limit damage done when attacking/retaliating.
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Re: Civ Values to determine World Generation Rates

Postby TeckXKnight » Mon Sep 19, 2011 5:47 pm

The wording is a bit tricky to navigate but it's a very (literally) progressive idea. Some small questions though and I apologize if they were explained within the paragraphs and I failed to recognize them: Will distance from the world edges matter in terms of civilization; will a great nation at the core of the world lack the capacity to expand the world's borders without first expanding to or close to the world's borders? What becomes of the animals in this scenario as the ever growing levels of civilization would severely restrict and wipe out animals in all but the outermost rings of the world? Wouldn't this squelch exploration as the only open areas you'll find are ones that your own village and neighbors have pushed open?

One concern I have is that this encourages and facilitates production without useful purpose. You build a house not because you need a house, want a house, or will use a house but because it will make your land more civilized. It is painfully similar to carving a tree into boards and boards into buckets not to bucket milk, honey, or water but to net LP.
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Re: Civ Values to determine World Generation Rates

Postby Chakravanti » Mon Sep 19, 2011 6:05 pm

It does mean that the wildest animals might be wiped out if no place exists for them. That's a great possible dynamic.

Ditancing yourself from your most civilized and developed infrastructure which has allowed for the power to extend reach to far might make it more difficult to defned via authority costs of relocating the core of one's totem investment and the requirements of upkeep somehow. Maybe libraries and an int specific charecter (sage, fast LP) who can transfer LP from the city fo origin to the City fo the totem to provide the kinds of upkeep necessary to maintain prgoressively more expensive but advancing reaches of influence. Anything upkeep should be a fairly automated process to avoid pressure grind but it turns LP into a condensed and tradable format which could be an interesting commodity to explore somehow

There should however, be some mechanism that makes development and investment in civ values something worth sticking with enough to discourage relocation without the incentives of being destroyed in war (thus losing the investment necessary to keep the keep against threats).

Maintenance should at this meta level not be so much 'upkeep or it gets destroyed automatically" as it is "Keep up...with the Jones'...competitive influenced over the value of civ itself inside a highly civilized area by making high end gameplay a matter of competing for a relative piece of the civ pie the closer you are to the spiral (and having access to more and more civilized shit).

I mean...it completely depend on how far the devs want to go with the concept itself of civilization and limit the development tree itself and institute some leveraging dynamic that forces people to start destroying each other.

Shit like civ values have to be owned, they're not produced unless someone owns them. and there's only so de3nse you ca make civ before something else is more useful Dont forget this is all against charcter development.
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Re: Civ Values to determine World Generation Rates

Postby spectacle » Mon Sep 19, 2011 9:33 pm

This is a really good idea on how to expand the world at a natural pace. Combined with more aggressive decay of abandoned settlements and a resource system that doesn't primarily involve claiming the best spots within 15 minutes of the new world coming up, we could have a system that keeps the world fresh and accessible for new players even if it runs for several years.
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Re: Civ Values to determine World Generation Rates

Postby AnnaC » Tue Sep 20, 2011 6:43 pm

The first post was a bit hard to follow with the tangents of animals and whatnot (were you stoned when you posted it? 8-) ), but I like the basic message.

I really like the ideas about increasing the whole dynamic of authority between competing villages.

But one problem, like spectacle pointed out, is that claims would need to be changed for this system to work its magic. There is already enforced scarcity of resources by the practice of using alts to claim remote resources as soon as they are discovered. Also as TechXKnight pointed out, what exactly would be the triggers of world expansion? How would established infrastructure in the "center" of world cope? Would they have to move out to get any animals? What would happen then, would decay kick in and eventually restore the center?
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Re: Civ Values to determine World Generation Rates

Postby spectacle » Tue Sep 20, 2011 8:23 pm

If set up correctly that could be a boon to trade, as hunters and foragers in the wild lands travel to civilized regions to trade their catches for manufactured goods. :D
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