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Everything posted by AuthenticOwl

  1. Do you have familiarity with the shunting yard algorithm? https://en.wikipedia.org/wiki/Shunting-yard_algorithm   Your visual scripting is going to boil down to a GUI for building expressions, so the first thing you should know is how you will process those expressions, that way you know exactly how you have to build them.    The Standard Expression calculator is a strait forward example without the need for a lot of other support so it is most often used in examples, but it can be implemented to be applied to non numeric expressions and to handle functions and such.     Since, the shunting yard algorithm is simply used to convert from infix notation to RPN, you might be better off using the GUI to build RPN expressions in the first place. I suggested the shunting algortihm because RPN tends to be a bit more difficult to write free hand, but since it is a GUI interface anyway, it is possible building an RPN expression might be easier. Either way, I would start with the shunting yard b/c it'll be easier to see what your gui has to do if you are able to write the expected results out by hand. 
  2. What language are you using?   Delegate functions in C#, function pointers in c++.
  3. AuthenticOwl

    Should i use "caveman-speak" for dialogs?

    Maybe hybrid:   One of the cavemen here looks distraught, when you approach he tells you "ugh! Bad people take dog! You get dog! Me give reward!"   Will you agree to find the dog?  Yes No
  4. AuthenticOwl

    Just wanted to share a link

    Latest version...    I used a world that had already been built so the global map loads quickly... but watch the progress in the console window when loading the local maps as I havn't moved that to it's own thread yet so the loading of the local area looks like nothing is happening on the blimp tile map...  I am pretty sure I can bring the loading time down, but no matter what I need to put it on a different thread to show a loading symbol at least...   Luckly, you should be able to spend a good portion of time in a single local map... and if you go into any of the houses or eventually dungeons and such those states are quite small compared to the local area map so the initial sub map is pushed onto the slow loading local map so when you exit you don't have to wait for it to load again, extending the amount of time you are in "a single" local map. Dungeons can still be arbitrarily deep though because subsequent submaps replace the previous... so only a maximum of two game states are in memory at a time.          
  5. AuthenticOwl

    Ecs Gui Systems

    I think it was meant that since unity was driven so thoroughly as an ECS and the GUI was created with the same tools, it was likely that Unity used their ecs for the gui.
  6. Preselecting units and placing them all at the start of the game is a pretty standard, strait forward approach. I would consider this a baseline deployment strategy. It makes sense enough that players generally don't question it and it is in use in other similar games to such an extent that I don't think it would cause the game to be less fun. Drawing troops from a random pool is interesting, but it makes it feel more like a board game than a tactics/war game... this may work well if you are going for a lighter or more casual mood for the game. Another possiblity may be that, on each turn players are given n action points where n is constant regardless of the number of units available on the board. An Action point could be spent to move/use an ability on an troop already deployed, or an action could be spent to deploy a new troop. You could even make powerful units that require multiple action points to deploy. In this case, I would think that each "Army" might have one pre-designated unit that is the starter unit. At the beginning of each game, after players have chosen their two armies, they place the starter unit from each army. The players would then start the game on a clear board with two active units each. They would then have to choose between positioning/mobilizing their existing forces or deploying the troops in reserve. Unless your game already contains mechanics regarding resources and resource management I would steer clear of implementing method 2... I would think it would be too much overhead if you are using it only to determine troop deployment. You could make it such that while most units can be deployed willy-nilly there are other troops that require certain conditions to be met in order to allow deployment. For example, perhaps one unit is a goblin trooper... these can be deployed whenever troop deployment is normally allowed and say, an orcish squad leader which can only be deployed when there are three existing goblin troopers on the board. Or A phoenix which can only be deployed if a unit has been destroyed the previous turn.
  7. AuthenticOwl

    Maze Trimming

    I (like so many others here) am working on some procGen maps. I stumbled upon this example: https://paginas.fe.up.pt/~ei12085/misc/dungeon-generator/?w=64&h=24&mazeType=random&roomAttempts=100&roomMinSize=1&roomMaxSize=5&connectiveness=0.02 Now, I understand the majority of the algorithm (or at least can replicate the effects)... but the last step is where I was hoping for some help. As the demo shows, it selects placement for some rooms, then builds a maze around it. Then using a connectiveness value it cleans up the majority of the maze, leaving only a few laborinthesc hallways. I was trying to come up with a similiar algorithm, but i don't think my idea is as efficent as the method the demo uses. My Idea was to label each room with a unique RoomId, then the maze path would not have a roomIds. Then I would iterate marking any square without a roomId with the roomId of an adjacent cell. If there are multiple adjacent RoomIds then: If the RoomIds are distinct-> Do nothing (Indicates the hall connects to a different room) If the RoomIds are the same, randomly choose to remove one of the halls or not. If the choice is made to remove a hall randomly choose one of the halls to remove. But I don't think the demo uses that algorithm... the algorithm used looks to be O(n) as cells in the top left are trimmed before cells in the bottom right regardless of room proximity and etc...
  8. Is this video from before or after you reduced bloom? The text current looks a bit washed out to me. Other than that, this looks just as good as anything I would expect in a $15-$50 steam game.
  9. I have been working on a map generator... I have been looking at random collections of tiles for so long I can't tell a good map from a bad one.  Screenshots on Imgur  http://imgur.com/a/iBJBJ
  10. AuthenticOwl

    Maze Trimming

    @Waterlimon: My current algorithm creates a map where every cell that is open is accessible. @Zipster: I am not trying to use the alg used by the demo, the article linked points to a different (very similiar generator). The algorithm I am using works much differently in the room placement step, but the part I want emulate is where it takes the maze that fully fills non-room area and trims many branches such that the resulting maze still has all rooms connected, but not every bit of open space is filled with maze corridors. I think the issue is that my maze paths Through the rooms, where the one in the demo doesn't connect the rooms to the maze until the next step... but once that is done, the last step is simple trimming dead ends? (Pathing through rooms leaves no dead ends)
  11. AuthenticOwl

    Relation between mines & factories

    So... from what I understand so far... You have mines which produce minerals You have factories which produce Goods You don't want mines to produce stockpiles You don't want an optimal ratio You want factories to produce even without minerals... I am still confused though, factories produce objects called "Goods" or factories produce a variety of objects all of which are considered "Goods"? Also, are mines directly related to factories? Do all mines add to a resource pool from which all factories retreive? or Does Mine X supply Factory Y while mine A supplies factory B? If your factories only produce a generic item called "goods" then I think you will have difficulty making it more interesting then it currently is. The best a mine could do in that case is to boost production speed. Which in turn means that the number of mines required to maximize "good"s output will be the optimal ratio. If mines feed specific factories and factories produce a variety of "Goods" then you could do something where the qnty and type of mine "unlock" certain goods to be built from a factory... A factory with no mines can only produce Tier 1 Goods A factory with 1 mine feeding it can produce Tier 2 goods A factory with 2 mines can produce Tier 3 goods... If mines are of specific ore types then A factory with no mines can produce Tier 1 goods A factory with a gold mine feeding it can produce Tier2 Electronics in addition to Tier 1 (gold wiring or some such) A factory with an Iron mine can produce goods of type xyz So... in this way you could define goods with a required factory setup i.e Super High level shield generators require a factory with 2 Iron mines a gold mine and an shieldium mine feeding it in order to produce it. If you did this then each factory would have a ratio of mines assigned to it based on function... you wouldn't waste 3 mines on a factory dedicated to producing Tier 1 goods...
  12. I was contemplating how to create a game that could be played by mail/email... the easiest thing would be to create it such that there is no randomness involved in gameplay... chess for example is a great PBM (play by mail) game b/c there is no dice, no drawing, etc. But... Personally I prefer my games to have at least some rng. The problem with rng over PBM is obviously synchronization or the RNG. However, if both players used the same seed and rolled values in the same order then both players would obtain the same results despite a lack of data communication. First I thought to just use the current date (or some operation based on the current date) as the seed. The issue with this is that a player could theoretically choose their actions, then since they already know the seed test the results... if they come out unfavorably they could re-order their actions and choose the order that is most advantageous. So, the goal is to find a value which is unknown to each player until after actions have been choosen. One option I had considered was, at the beginning of the game players agree on a company in the stock market... turns would be due before midnight and the following morning the stocks opening price would be the seed. Unfortunately stocks are not traded on the weekend, so players would be limited to only playing on weekdays. Can anyone think of an rng seed source that would produce a new unpredictable seed value at least once a day that could be found by any one with an internet connection and also does not require the users to synchronize when they look up the value? The source should also be reliable (i.e supplied from some site/source that is unlikely to disappear).
  13. AuthenticOwl

    Unpredictable, ubiquitously rng seed

    I hadnt even considered that, having been focused on the rng algorithm. so, along with this commitment scheme.    1) Players choose their actions   2) the file is encrypted with a locally random number as the key.  3) players share key when they have the other players actions. In order to prevent collusion each player would need to have the encrypted actions of all other players, not just the player they are sharing with.    so in order to have simultaneous action resolution with accurate information (the results of your last action), each player (except the last to commit actions) must use two communications per turn?
  14. AuthenticOwl

    Unpredictable, ubiquitously rng seed

    Thank you for all the suggestions. There are a lot of good ideas for various situations. Currently, my plan is as follows: Player A chooses their actions and sends the choices to player B. Player B chooses their actions and send the choices to player A. Choices are due before a set time. If both players receive the other players choices before the deadline then, after the deadline the players retrieve a seed from a source where the seed was generated at or after the deadline. If either player does not receive the opponents choices before the deadline the game is either forfeit with the player who did send their orders winning or the players choose a new deadline. This mean that, using the space weather site provided above, only one communication each way is required per day which can be sent at any point throughout the day and that communication does not need to have any non-game data piggy backing on it. As far as the die rolling sites are concerned, they are likely very good in situations where the randomization is simple (You are using the value chosen directly) and the number of randomized choices is small. As Far as context goes, I am thinking of the game being a war game where each player can give an order to every unit under their control per turn, which is why players would have an entire day to consider and record their actions, then the next moring when they start the game the player feeds their own and their opponents action list which determines the state of the game for their next set of moves. I will likely end up sending the start state of the game along with the move set to ensure that the game remains in sync... but still the primary goal of requiring only a single email per day be sent would be fulfilled. @FROB: Actually, I just re-read your suggestion... and realized that it is good no matter the number or complexity because as you said, it is only choosing the seed... this could be a very good solution esp. considering the turn lengths need not be restricted by the schedule of a third party site. The only wrinkle would be determining Who and when the dice rolling site be used... perhaps something like: At the beginning of the game choose a player as host. All players must submit their action lists to the host player Once the host player receives the actions chosen by all other player he sends his actions to all other players then requests a die roll from the die roll provider site.
  15. AuthenticOwl

    Unpredictable, ubiquitously rng seed

    @Tom Slooper: Sry, thx.   @Valrus: That site looks like a winner. In particular http://services.swpc.noaa.gov/text/daily-particle-indices.txt   @fastcall22: But if both players provide a chosen salt to each other the player who first receives their opponents salt could choose a salt that makes the final value most advantageous to themselves. The third party source still needs to be unpredictable unless the trading of actions where synchronized.
  16. AuthenticOwl

    Lineup for turn based games.

    I would recommend a priority queue. A priority queue stores it's elements in a binary tree, but still uses a queues Enqueue/Dequeue API. For example: Simulation begins at T=0. The priority queue requires at least two operations Enqueue, Dequeue Calling the enqueue operation inserts a node into a sorted binary tree with value T+speed Calling dequeue removes the left most node from the tree.
  17. AuthenticOwl

    Magic vs Melee Mayhem

    It is difficult to answer this without game specific information. For example, take a simple text based game. In this game, a player chooses a class and fights a series of random monsters. Each class has a single attack and the name of the attack is different by class, but they all do equal damage. The random enemies only contain hp a name and an attack. In this case, there is no difference and the only reason to choose one over the other is for flavor. Now assume we have a very complex fantasy/simulation presented as a top down tilemap view. They choose a class which is provided a set of skills/abilities/equipment. The player is able to choose between the mage(can cast fireball for 20dmg, has 10hp). The warrior (can hit things with axes for 20dmg, has 50hp) and the theif (can backstab things for 20dmg, has 20hp). Using the warrior you would find a choke point and fight enemies in a single file line as they pass through the choke point. The mage however would easily be killed standing toe-to-toe, so instead they would look for wide open areas where they could shoot the fireball, retreat, repeat. The thief would try to lure individual opponets into places where they can be isolated and back stabbed... all three classes deal the same amount of damage, but other factors aggregate to form a different approach to fighting. If you have three classes, each of which have the same statistics then you don't really have three classes... you have one name for three different classes and players choose because they like the way one sounds/looks better than the others. Differentiating classes during combat: Ranged Vs. Melee: Does the game allow for Ranged units to position themselfs such that they can attack melee units while mitigating retaliation? If not, then the choice between ranged/Melee is pointless. Aoe Vs. Single Target: Does the game allow for some classes to handle packs of smaller enemies more easily than the classes that can deal with a single target? I.E, if the wizard fireball did 20Dmg by dealing 5 dmg to 4 targets in a radius, and the warrior did 20 dmg be dealing 20dmg to a single target then the wizard would destroy a pack of 10 5hp creatures in 3 attacks, while the warrior would have to make 10 attacks, but when fighting a creature with 50hp the warrior would make 3 attacks while the wizard required 10. Armor/Resistence: A knight in full armor would feel the effect of being hit with a club less than a footman wearing farming cloths... but a fireball might heat the armor causing more damage to the knight then the footman. If the game mechanics don't support a difference in play style between two classes than they are essentially the same class with different names.
  18. TL;DR: Given an NxM area, how to create a realistic building interior (not dungeon or cave). (Preferably with architectural design parameterization of some sort). Some prefab building segment templates can be used, but the majority of the algorithm should be procedural. VL;RA: I have created a global map generator. This creates the geography of the map and such at a high level, it creates height maps, biomes. This is used to create a territory map... or who lives where. Using the Moore neighborhood of a cell in these maps are used to create a local map. I have a local map generator... it works as follows: First, generate a random maze. The maze is generated such that it ensures that any open tile is accessible from any other open tile. Using Bisection, carve rooms into the random maze, The rooms currently come in two flavors (choosen by a parameterized weight), building and Wild... if it is a building then the room is rectangular with a wall around the outside... While building the walls, ensure a door exists such that any accessible tiles outside the room can accessed from within the room via door. "Wild" rooms simply carve an open path along the outer edge of the room while the navigation of the interior room is left as the maze. At this point, I have the following information for each cell in the map. 1) Open/Closed 2) RoomId cell belongs to. All rooms are rectangular (I don't mind this terribly at the moment) 3) Biome of cell geography. 4) Territory of cell (I know which "civ" owns the piece of land) How can I take the rectangular rooms and further divide them into interior rooms in a realistic way? Preferably with some kind of parameterization to ensure that Territory "A" buildings have consistencies among themselves,but not necessarily consistent with buildings of Territory "B". For example, one area might not make for solid foundations... so they should not have multiple floors or basements... other areas might have an abundance of land and prefer sprawling single level buildings, while other areas may be overcrowded meaning small, efficient layouts would be predominate. Some regions might be populated by people with a penchant for building a specific type of room that doesn't appear in other regions... even within a region Commercial, Industrial and residential buildings would have different layout types. I read an article (can't seem to find link now) that described a method using weighted bisection is some way, the article didn't go into a lot of detail of the implementation though... but I suppose they must have defined some sort of building "Recipe" that guided the layout choices
  19. AuthenticOwl

    Procedural maps, building interiors

    Re-reading my original post I can see where I did not describe the problem well... The current map i have is full of "rooms", these "rooms" represent building foot prints. The question is about proceduraly generating a building from the Footprint. The info about the Roman Domus is spot-on, but the question is how to store that type of information as a "recipe"...
  20. AuthenticOwl

    How to generate biomes?

    I did a hybrid between all at once and chunks as needed. I created a planet wide geography map that contained the heightmap, a tempature map, a moisture map and a wind map... using the heightmap i was able to create the temp map f(lattitude,height)=temp and using the windmap I was able to create a moisture map. Then, with the moisture map and the temp map I created a function f(temp, moisture)=biome. I used this graph : http://www.marietta.edu/~biol/biomes/whittaker.jpg as the basis for the biome function. Then, when creating the each cell in the high level map represented a 128x128 local map which was create procedurally as needed... when creating the local map I used a probability function weighted by distance to edge and biome at that edge to determine the specific biome of the specific local tile.
  21. It always seems to me that the role food plays in a game is always a little underwhelming. I am primarily referring to survival games where food consumption is a requirement rather than a boon. In these types of games players generally have to cultivate the proper raw materials, build the proper processing objects and learn the particular recipies... after going through all this trouble the player obtains a piece of food that let's them continue playing without starving... often, there will be hundreds of recipies that can be learned, dozens of crops that can be cultivated, animals can be turned into meat to make ingredients... occasionally a food item will have an added benefit, perhaps it will make you move faster or something. In almost all cases though, I think players generally look through their available food sources, find a couple of particular recipes that is are good quality and easily reproducible then funnel all their farming/gathering/hunting efforts towards maximizing production of that small sub set of food. Then, after playing for awhile, looking at their characters eating habits you'll end up finding that despite the fact that the game boasts X number of recipes the characters diet consists of only one or two recipes being used repeatedly. I want to outline a method to make food preparation to be less mechanical and more dynamic.... so I began to think about all the reasons that I eat/drink a wider variety of food then my in game counter parts... There are really two or maybe three factors. 1) Personal taste, I prefer some foods over others (but I don't want to eat the same thing constantly), 2) I need to keep my meals nutritionally balanced and 3) How much the food costs is a factor. So my thoughts where something along these lines... Each food can be given a flavor vector... this is a vector of five percentages representing a flavor: Sweet, Salty, Sour, Bitter, Spicy. Raw materials would have this flavor vector and when crafting a new recipe the final flavor is the normalized sum of the ingredients. When a character is created a personal favorite flavor vector is generated (either randomly or though a questionnaire. When eating a food we plot two points in five dimensional space and calculate the distance between them. The large the distance, the less the character enjoys the meal, therefore the less benefit the character gains from eating it. If the distance is too great the player "can't stomach" the food and won't even be able to eat it. In addition, each time a player eats something their personal favorite flavor is adjusted to discourage repeated eating of the same flavor. Depending on flavor enjoyment thresholds the characters preference for the flavor can be converted to a scale such as "Can't stomach it", "Doesn't like it", "Indifferent", "Likes it", "Loves it".. where an efficiency coefficient is applied to each level (0%,25%,50%,75%,100%). So if a player loves sweet things and eats a cake that is mostly sweet their preference for sweet things is decreased and their preference for some other flavor is increased (Either chosen randomly among the remain flavors or based on the consumed flavor). Once the base food preference is determined (Distance favorite flavor to actual flavor) a chief quality modifier can be applied (good chiefs artificially reduce the distance regardless of flavor preference... not to the point that a stellar chief can make anything good permanently, but more so that a good chief can cook a flavor that is normally not edible, but because it was cooked so well the character can manage to swallow it. Or if the flavor was on the verge of being Indifferent/Likes it it gets pushed into the likes it threshold. So, this can get players to start rotating their diet more... but it is still a bit forced and players may find some meal loop. I.E: Eat cake until you don't start prefering spicy things over sweet things, eat spicy things until you start to like sweet things again, rinse repeat. So the second part can be the nutritional aspect of the food... this is where I am running into issues. I am considering giving the food a nutritional vector as well... simplify the composition of food into a set of elements... Calcium, protein, fiber, Liptic Acid, etc... then give each element a role... calcium makes bones strong so eating it improves Max HP... or reduces chances falling damage. Liptic acid is used in cell regrowth so it could relate to the amount of HP regen the food provides. Protein could Increase STR. Fiber would increase the amount of fullness a food provides (it would require eating less high fiber foods to become full than low fiber foods). Sugar could increase enery or movement points etc. Vitamins could increase MP or some sort of mental stat. At the same time, the character would maintain a vector indicating the quantity of each element within their system. As time passes the quantity decreases and the benifits only apply when an element is above a minimum required threshold... going over a maximum allowed threshold could start causing debuffs... this would turn food into a balancing act. Players would have to cultivate/cook foods based on which nutritional elements are dipping to low/growing to large and how much they enjoy the meal. Other items that might be interesting... perhaps the flavor vector could contain texture preferences... Smooth/Crunchy... moist/dry etc. Perhaps either the flavors or the nutritional elements could be replaced by elements such as "Meaty", "Fishy", "Fruity", "Veggy" Thoughts? Ideas? Improvements? Roadblocks? issues? Etc?
  22. AuthenticOwl

    Roguelikes and "dice"-based combat

    I've never played Delver, but it claims it is a first person action rouge-like... which means to me that it it has procedure content, perma-death, and is particularly hard... the action part implies (to me) that it is not turn based... which means that in a fight or encounter my survival can boil down to my personal maximum actions per minute. I don't want all my games to be a measure of how quickly I twitch my fingers. In games like this I tend to max armor and dmg then tank enemies until there are no more attacks coming at me... the more times i play this way the better I get at it and the less likely I am to try a different strategy. With Random Number based combat with discrete decision points the nimbleness of my fingers has no bearing on my success. On one run I can be the tank knight who wacks things, on another run I can be the sneaky theif who backstabs stuff... I don't have to be good at sneaking around backstabbing things... only my character has to be good at it. Even so, those advantage can come with a turn based non random system... but I like the added randomness because I don't want to know that every goblin will deal exactly 7 dmg and I'll kill them in exactly two strikes... I want the occasional goblin to outlive his expected lifespan to thow a monkey wrench into my plan... or if i make a blunder a lucky crit lets me escape.
  23. AuthenticOwl

    Political System in Sandbox MMO

     polyfrog brought up an interesting point about taxes when he mentioned subsidies. The Tax/Public services system works well to provide a global passive presence, subsidies might be a good place to give politicians an active role. They could be a quest giver of sorts.. if they could be notified of nearby quest turn-ins they could become a duplicate turn-in point allowing players to get double rewards for the quest. So a politician could promote an industry by loitering around its quest hubs.     Making the politician the quest turn in would be interesting in that it promotes interaction between the politician and the voter, but it might cause unnecessary restrictions on the politician players freedom to enjoy the game. Perhaps the politician class could have some kind of "Hold rally" ability. It would spawn a game object that acted as the quest turn in point when the player left a particular radius (or logged off).   Actually, and I may be rambling here... but it might be better yet to make it such that the politician is always holding a rally somewhere, the ability only allows the politician to move where it is, and when the player is close enough to the rally he becomes the quest turn in point.
  24. AuthenticOwl

    Political System in Sandbox MMO

    I think that this sort of system is a very high level system... it would require quite a few lower level systems for it to be useful or even noticeable. IRL, some of the most obviously things politicians affect are 1)Taxes, this would require quite an advanced economics system. 2) Public services... which would require a public services engine and 3) Peace/War Time... would only require some PVP systems... and 4) Laws... probably the hardest to part to make interesting in a game... (arch age is the only game I know of that has any real punishment for crime, every other game just pretty much assumes that if the player can acomplish it in game then it must be legal). Taxes: You need to justify why you are charging taxes... people hate taxes, if you implement taxes just so politicians can raise lower them then players will always vote only for the politicans that have the lowest taxes... or not play the game because who wants to pay taxes anyway?! So, a tax system has to tie closely to an economic system (To give something to tax) and the public services system (To give a reason to tax). There is a deficit in video games regarding economic systems also... primarily because real life economics are much more complex than video game economics. In video games things rarely break or require replacement, also... there is rarely a difference of quality... generally in video games you only want cheap sword A over expensive sword B because you couldn't afford sword B yet. The player will make their character eat gruel and toast daily because it's a quarter the price of roast turkey and they have the same hp regen rate, besides they can buy gruel and toast from any food vendor but have to travel to a specific person for toasted dragon giblets and that's just a pain. So, you need to enhance the economics engine in such a way that money tends to change hands often. This means Armor/Weapons needing replaced more often (or be costly to repair), consumable usage needs to be a requirement rather than a bonus, quality of goods need to have an effect other than simple, always buy the expensive best quality items. Non useful items/upgrades need to be meaningful (Why buy your PC a marble dining table over the simple wooden one? Or why buy a entertainment device if the PC doesn't use it for anything other than "Check out this cool object I have for no reason other than showing it off" etc.). This way you can create both jobs and cash flow... and then taxes... and then political system to adjust taxes. As for the reason for taxes... you could have politicians decide how much of the budget to apply towards which upgrades. Public services in MMOs today are also widely hand waved away... for example, in WoW ogrimar doesn't need to collect enough taxes to pay for more guards to prevent the alliance from overthrowing it... it just needs to spawn a couple dozen guards for free when they are required. To represent the department of transportation you could make it so players get a sliding bonus to movement speed while on roads based on the amount of taxes the politician allotted to road maintenance... perhaps politicians could pay 500g per mile to install a highway, 200 to install a road and 100 to install a path. Then each month they put X gold per mile per road such that movement is Y... um... for example, the kingom has 10miles of hiway, 50miles of road and 200 miles of paths. If the politician pays 1g/mile/road then they need to collect 10*5+50*2+200=450g per month to grant a 1% speed increase on paths, 2%increase on roads and 5% increase on hiways. They could instead pay 5g/mile/road meaning they need to collect 250+500+1000=1750g/month for a 5% increase on paths, 10% increase on roads and 25%increase on hiways. A similar system could be done for experience... tax money allocated toward schooling could provide exp boosts. Tax money toward security could reduce the chances/decrease the power of bandits meet while traveling the country side. Taxes toward military could enable/disable certain set pieces in PVP maps. Taxes toward public transportation could enable/disable/speed up fast travel options (Perhaps paying 1000g per month lets a ferry appear on the hour to move players from town A to town B instantly... paying 2000g makes the ferry appear every half hour... or instead of being instant... just be much quicker then walking would have been and more money=faster) Given a strong enough economics engine you could further enhance the control a politican has by choosing to pay for/purchase these upgrades using gold or raw materials... using gold they could tax the entire population equally... using raw materials they could tax individual industries. Taxing miners for example may put 1 ore in the public treasury whenever a player mines for ore in the kingdom... thus only affecting players who chose the mining profession. This is where I think you would end up getting the most bang for your buck with a political engine... Merchants end up voting for politicians that want to tax the miners rather then the merchants. The Miners want to elect the leader that reduces the taxes on building/repairing mining sites, the rich players vote for the politicians that give them the most public service buffs... and so on. Also, in a majority of MMOs today, the players primary revenue comes from adventuring and questing... this would not be very good for a political system. Every player has the same primary goal... obtain the best equipment/items in the game. If everyone uses the same primary path (adventuring/questing) to obtain that goal then all political decisions will either 1) Affect everyone equally (causing a dominant political platform to emerge which cause playerse to lose interest in voting because the winner doesn't matter because they will all run the kingdom the same) or 2) Affect some people very little (a small boon/deficit to a minor revenue source that would more likely cause that revenue source to be abandoned b/c it wasn't worth the effort and people won't vote because it doesn't make any difference to their game). Another major issue with politics IRL vs video games is that many of the conflicts of Real life politics deal with class differences. Rich vs. Poor. In a video game, everyone wants to be rich and no one want to be poor... if you end up implementing a political system that allows the rich to get richer while repressing the poor then you may have achieved quite a realistic model... but you won't be getting a lot of new players to enjoy it. **EDIT** Sorry about formatting... For the life of me I can't figure out why my browser won't post things the way i formatted them.
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