enpi wrote:What you suggest is a kind of macro gouverneur system?
More or less.
If there is a handful of optimal build-orders, I believe it may be better to just embrace it, leaving the manual assignment available, but entirely optional.
sven wrote:Nice model! I think it makes sense that, assuming you're aiming for a mix of science and production bonuses, building all the factories first, followed by labs, is going to be optimal over a long enough time period.
In a certain corner case (7-slot gaia) it's more optimal to build three factories, then three labs, then the last factory, though the margin isn't that big.
The thing is that the buildings are not that important optional.
If I get the current vision right, small planets are not meant to be useful (and they aren't for a variety of reasons), and for sizes 12+ (the only planets worth colonizing in my experience) and default 50/50 split, factories input will start being noticeable only at level 3.
sven wrote:Though in a real game, getting certain technologies quickly may well justify sacrificing a bit of the long term potential for a short-term gain.
Well, I may be wrong here, but I feel that the tech tree is currently too convoluted to keep it in mind and adjust colony development accordingly.
I can't tell for every player, but I believe that usually people sacrifice lesser-needed techs instead.
sven wrote:And, of course, the option of rush-building some of your improvements also further complicates the situation.
The present AI, for example, is simply alternating improvement types (probably not the best strategy, I'll admit), but, it's also constantly rush-building production, whenever there's money to do so.
I'll add this to the model at Monday, as I'm already counting the money gained, but I sincerely doubt it changes the picture.
The output of a colony depends mainly at the population, as factories and labs are standalone (do not influence the population stats) and, to drive the point further, are dependent on the population count.
If we do not rush-buy everything at once, these buildings are just left unattended (if my population growth isn't way off, buildings stay empty or not fully occupied for some time even without buying them).
If we do rush-buy everything at once, that makes the question of buildings order kinda moot.
sven wrote:More generally, if you continue to be inspired to play around with these sorts of economic models, you should be aware that many of the core formulas can be found in the Lua State\ folder.
Oh, my.
And I tried to reverse-engineer the population growth by a polynomial or two.
I've got one concern though.
You've went to great length to create an honest implementation of multi-racial multi-environment growth model.
However, the script explicitly does not allow less than 1 million of a race on the planet.
This means there can't be any gameplay mechanism for some race just to get to a planet and stay there, no stowaways, no emigrants, nothing.
This in its own turn means that a multi-racial colony can either:
- be created intentionally for some weird reason, as bonuses for shipping a race with an another race are not really transparent
- be created by settling on a planet with natives
- be created by invading a colony and boosting it with your own population
While colonies with two races are bound to be in pretty much every run (imperials, gaia, natives), can you take a look how many three-race colonies were there in submitted games?
I'm concerned there will be a handful of them and this, if true, will probably mean that the bonuses of a melting pot should be more emphasized, both in game mechanics (with additional mechanisms) and in UI.
sven wrote:(For example, the improvement efficiency formula is on line 261 of improvements.lua).
Ow, I love Q3's fast inverse square root as much as the next guy, but
return round | 7.662143601261782*(1 - exp(-0.07478070085209826*slots)) fills me with dread on par with an uncommented regexp.
Just couldn't not mention it.
Ok, so now to me being dumb.
For some reason it stuck in my mind that population enables buildings one by one and is not spread thin across them.
Rechecked the game, and it says the same 0,2 + 0,8*(pop_available/pop_needed) right there.
Well, one more thing to fix and to look at results.
sven wrote:Beyond that, you might also find it interesting to look at the modder's
orientation page (which is something I may update and expand a bit if we get much demand for it).
Well, I'm not a real programmer.
Hypothetically, there might have been a short period when I got money for being a "software engineer", but even if I was, it was long ago.
Anyway, I'll probably wait for a finished version of mechanisms I'm particularly interested in before doing any proof-of-concepts.
Arioch wrote:The autobuild is a good feature to help reduce late-game micromanagement, but in my opinion it shouldn't be on by default. If player choice is not required in the construction of infrastructure, and the autobuild can reliably make optimal choices right from the beginning of the game, then the infrastructure system is irrelevant and should be removed. I don't think that's the case, even with only two options, and I expect the addition of new infrastructure types to improve the situation.
That's entirely your call to make.
Personally, I feel that:
- the always-on autobuild is crucial for maintaining the light pace of the game (I trudged through six hours of GC3 today and went home with an aching head)
- the infrastructure system is crucial for these rare, but enjoyable moments when you really have to make a judgement call
- the lull at the start of the game felt by some players can be mitigated by other means
It's really close to MOO1's colony management system, where the possibility to just leave the new colony be and it'll grow ok was very enjoyable.
Sure, transferring pop, cloning, etc helped make it faster, but you could just leave it if you felt like it.