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  1. How about this: When nobles are upset one might want to revolt, such noble nouse is called "Usurper". Other nobles can support the emperor, usurper, or stay neutral. All planets are set into "confused" state (kind of neutral/undecided/not knowing what's going on), the imperial planet will be set as "supporting emperor" while nobles homeworlds will be set as supporting the party their noble house supports. Then, each turn any confused planet neighbouring decided planet must decide too (armies on the planet start fighting and the planet supports the local winner; the side get +20% to combat power per neighbouring planet on same side). Then, after at least 60% of planets decided the side which accumulated 70% of support (planets not being equal, some are far more important) wins. If at any time imperial capital is taken over the usurper wins. If all planets decided the side with more planets win (even if won marginally by one backwater planet support). (note: it would be fun if the player got additional options to impact the usurp attempt, ideas?)
  2. 1. Have constant working hours (a specific time of day) 2. Have a deadline (actually several deadlines for different stages of the project) 3. Release as soon as possible (releasing your first game does miracles to motivation :D)
  3. Maybe something like this: Power of nobles comes from territory (estates). All nobles have estates on the imperial capital since they are the powerfull people since the birth of the empire. Nobles own ground forces (fleets are under imperial control?) and since they have estates on the imperial capital planet they have armies there as well. If a noble house is too unhappy they might start a revolt. In such case their armies on the imperial capital will attack the imperial palace. Imperial guards will stand to defend the emperor. Other nobles will have a choice: join the revolting noble house, join the emperor, do nothing. Also local population can form a militia to defend beloved emperor. Then armies are talled up and the outcome is decided. If the emperor loses he is disposed of, game over. Each planet can have several estates, so technically nobles do not own planets. Nobles are supposed to defend the planet they are on (have estates) in case of alien invasion (using their ground forces), they also collect taxes from their estates. Part of that tax goes to the imperial treasury. Estates are granted by the emperor as new planets are colonized/conquered. The incentive to give out estates is that nobles are significantly more skilled at managing estates than imperial appointed officials and that the hatred of nobles increases rapidly if the imperial controlled estates exceed 20% of total available estates in the empire. Also, imperial controled estates generate "bureaucracy points" which can incur a penalty to efficiency of the empire as a whole.
  4. So, there is a space empire. It is lead by the emperor (the player) and there are several noble houses (AI controlled). There are also hostile aliens surrounding the empire. There is a sort of balance of power between the emperor and the noble houses (on one hand they dislike themselves on the other they need each other). How this system evolved (politically)? Why the society formed this way? What's so special about the noble cast that they got the power in a sci-fi setting (but I prefer to not focus on technology here)? Is there a parliament of some sort? How the economy works? Are the people serfs or free man? Are there corporations or the whole economy is nobles controlled? Or guilds maybe? Also, feel free to post about anything related it's a very loose thread The desired mood is a bit feudal/medieval like (but a bit, very loosely). For example, bonus points if nobles got power because of genetics ("noble born" :D).
  5. This topic is to gather various somewhat related ideas, so feel free to go offtopic I don't have a specific question, I just wanted to discuss something along the lines described below. The player is the emperor (4X game), there are noble houses (3-8 of those, all AI controlled) and traditional aliens (AI controlled). I'm looking for a mechanic where the player wants to support noble houses (friendly AI) because he needs them (what for?) but not too much because if the noble houses become too powerfull they might want to overthrow the emperor (or do other nasty stuff). Also the player needs to keep in check alien powers (hostile AI), possibly using noble houses for this purpose (but not necessarily). So, basically it's a single player game where you deal with various AIs (which range between friendly and hostile). Especially I'm interested in: - what's the source of political power of noble houses? - do noble houses have an army? or only the empire has it? - who controls the army/fleet? the player (emperor) or the AI (noble houses)? Or maybe a mix (like the player gives generic orders and the AI executes it, unless it does not feels like it and want to oppose the emeperor :D) - what's the economic base of the houses (possibly charters to planets granted by the emperor?) - I feel noble houses should somehow be a political elite of the empire (admirals? advisors?) - why the player needs the noble houses? - why the player does not want the noble houses to be too powerful? - why the player wants the noble houses to be content?
  6. I would go for: Money (funds) - this represents labour, it's used for most things. Generated by cities. Resources (ore/minerals) - this represents rare substances required for some advanced units (infantry and simplier units require money only). Fuel - fuel for mechanized units, limits the number of heavy units As for science and the like I would go for a secondary resource. Like, you can set how much money goes into science.
  7. Which is not available as well Same for _putenv_s() of course There is SetEnvironmentVariable() but... it does not seem to have any effect. It's as if everything related to setting system variables was not available or not working on my computer.
  8. Home made engine. I'm happy with my choice but note that this is a very tricky choice and, as a rule of thumb, I would not recommend using your own engine. Why it works for me? Well, first I'm an old geezer and I have been making this engine since Amiga, so making a new iteration of it was cheaper and more convienent to me than learning a new one. Second, I have my old habits and I'm unwilling to change them And third, the most important, I limit myself to certain types of games which are suitable for my engine (2D, turn based). Oh yes, also I'm doing it full time and I use it for several games, so the time to write the engine is "amortized" between several projects (if I were to use it for one game it would make no sense at all, using premade one would be better). Advantages: extremely easy & convenient to use (since it has a very limited usability, exactly what I need, no generic stuff), control over new version (no Unity like horror stories), very fast (for it's purpose), runs on ancient hardware without lags, it's 2D (and there are no decent 2D engines anyway). Disadvantages: quite a lot, like I need to patch it and upgrade myself
  9. Exactly The most annoying part is you can't override the system settings (and tell gettext to use a desired language) and you are on the mercy of system settings. And there is another problem, for some reason there is no putenv() function available "error: 'setenv' was not declared in this scope" (MinGW, Windows)... Which is quite weird... And, as I have heard, you can't make gettext work without setenv()...
  10. I have been using gettext() in PHP and it works great. Tried to do so in C++ and... there are numerous problems. Tried to google it but could not find any solution only a list of similar problems other people had (primarily ). Have you used gettext() in your C/C++ project? Had you make it work? I'm using Windows+MINGW+Code::Blocks. At this point I'm considering writing my own .mo file parser, maybe that would be simplier
  11. Well, when I'm sitting with a tea in one hand playing a turn based strategy I would really hate if there were parts of the game where I would be forced to jump, shoot and do other arcadish activities like that There used to be games like that in 80s and early 90s but fortunatelly those extincted by now. And it makes me quite happy I would say BTW, Sword of the Samurai is one of the few of that type that sounded quite reasonable http://www.homeoftheunderdogs.net/game.php?id=1112 (at the beginning you are samurai - arcade and then a daimyo - strategy).
  12. Have you thought about why players would want to change the price of his goods? To meet the factory output (90% of cases), and otehr reasons (10%). The change to meet the factory output is especially tedious, because you just try to quess the correct number and adjjst it *each* turn. Other reasons like change of strategy, discount because a new model was introduced, reaction to competitors moves, etc are cool and fun. The whole problem is with the "set a price so 100% of the factory production is sold", which is tedious, unrealistinc, boring, frustrating and mincromanagement heavy without any real decision making.
  13. There are other competitors, overall there will be always some varianst of the desired product some competitors have althrough it might be not exactyl what the consumer desired or an outdated version of the product. So, it won't be a monopoly. The product is not essential, but quite useful.   Anyway, in real life the producer will make a price like $99, $199, $499, there won't a price like $105 just becasue it meets the production output and demand the best. Maybe some mechanics like "if the price is $500 it gets half the demand than if it was $499"? Althrough I'm not sure it would be fun and playable... I mean, maybe there should be a mechanic that requires the player to commit to a certain price (before advertising starts)? Or if you change the price more than once per X time you get a penalty (in such case there should be "the last price change date" displayed)? What you think?
  14. By HSB you mean HSI? (I'm not extremelly familiar with the terminology) Also, HSI=HSL=HSB (just called differently)?   Well, brightness probably would be always similar (artistic wise, since those represent same type of thing (country) then it should have similar brightness (so fro example I can safely use black text over it becuse I would assume the foreground is light)). So, I think I should check against HUE and SATURATION mostly/only?   OK, HUE would be easy, if less than 0.25 difference in hue then assume it's "too similar. But how (and if I should) throw SATURATION to the mix as well? Like if same HUE could look different if SATURATION differs greatly (just guessing, I know only basics of colour theory)?
  15. Let's say we want to draw a map with countries, each country has a colour. How to assure that the colours of neighbour countries are not "too similar" (like both are some shade of yellow or yellow next to light orange or two greens next to each other)? Basically, I look for a function to test if colour A is "too similar" to colour B.   For starters, should I attempt it by comparing RGB or HSI would be better?