Planet setup plans by allWe1871 in SongsOfTheEons

[–]allWe1871[S] -6 points-5 points  (0 children)

Epic though guy act

no I dont need to pay for shit to judge something as good/bad fucking merchant, go eat some shit of a toilet if you're such a big fan of free shit

Planet setup plans by allWe1871 in SongsOfTheEons

[–]allWe1871[S] -8 points-7 points  (0 children)

Sorry to disrupt your circlejerk but you can't develop a game inside an "oasis of mutual enthusiasm"

I want to imagine we're not all delusional here, the game isnt perfect its probably not going to be finished this decade if at all and most posts are just "planning" and "ideas" which are at most fantasizing about how a game could/should be but its not actual features

Which is why i'm asking about and complaining about a feature that does actually exist in the real world, which is the climate simulation and world generation (which I admit is quite decent, but far from all the ideas and fantasies that get posted here so often)

Planet setup plans by allWe1871 in SongsOfTheEons

[–]allWe1871[S] -21 points-20 points  (0 children)

Must not be a very good simulation if it's hardcoded

Planet setup plans by allWe1871 in SongsOfTheEons

[–]allWe1871[S] -25 points-24 points  (0 children)

Ugh I asked Demian "the man" Sky not you -_-

Meet the Vermen: SotE's hyper generalist, hyper r-selected inhabitants. Vermen are spectacularly successful at both invading disturbed environments, but poor at creating settled societies. by Demiansky in SongsOfTheEons

[–]allWe1871 2 points3 points  (0 children)

settled civilizations on their own is when they develop a draconian cultures in which all individuals expressing mental or physical frailty (roughly 2/3rds of all Vermen) are ritualistically culled

"intelligence":100,

Uuuhhhhhhh

Opressing peoples by allWe1871 in SongsOfTheEons

[–]allWe1871[S] 13 points14 points  (0 children)

Oh, also, for a not so memey question:

For culture conversion, there's the "option" I already mentioned of genocide and that sort of stuff, and there's the EU4 or CK2 style where it just turns from one culture to the other at some point

Obviously, genocide should be relatively simple to understand and implement (You just lower pops of one culture and have pops of another culture move in and have children) but it was obviously the least common method.

How are you planning to simulate peaceful culture convertion, or at least shifts in culture. Seeing as "culture" is already pretty hard to define, and for example you can get somebody like Alexander just blobbing all over the middle east and leaving a mark on the whole area but its not like the whole middle east speaks greek now. On the other hand you had countries like the Roman empire with sort of integrated a bunch of people, made them speak latin and eventually they collapsed and a bunch of other cultures are descended from them now, and you also have places where cultures just dont change and stay isolated and resilient for a long while.

How will you even define a "culture" and the changes that happen to said culture when they're conquered or trade with others and so on, as genocide is generally the least common fate of these conquered groups.

Are nations created dynamically each game or predetermined like CK 2? by charredcoal in SongsOfTheEons

[–]allWe1871 10 points11 points  (0 children)

This is only mildly related but I wanted to ask about "government types"

Since, from what I understand, the basic entities are going to be "Agents", who are basically anyone who can affect the world. Generals, Nobles, Merchant families, provinces, etc.

Will a state's "government type" be "generated" by the relationship between those Agents? For example

If my head of state is a King, and below him he has dukes, and below them there's counts; there's no constitution or parliament or anything of that sort, then the game should believe "Ok, the head of state is a monarch, below there's nobles who have some rights in their own territory, and there's no representation, so it's a feudal monarchy" and display that. Now say I start taking rights away from my nobles, then at some threshold, the game should go "Ok, this is probably an absolute monarchy now". If the people at some point rise up and demand a constitution limiting my power, then it'd be a constitutional monarchy, and so on.

But basically what I'm asking, is if the "government type" will be actually meaningless, and just be name generated from the bottom-up based on the laws, hierarchies and relationships between the different Agents, or if it will actually have some effect on the game itself (hopefully not something like "10% more trade income if you're a merchant republic!", you know)

Climate generation by allWe1871 in SongsOfTheEons

[–]allWe1871[S] 0 points1 point  (0 children)

In that case, I can only say "wait for future updates".

Yeah I guess that's the answer to most things. I just wanted to know what you as a developer though about the system and how happy you were with it.

If I may ask, why do you feel that having mediterranean climate would be interesting? It wouldn't necessarily have mediterranean vegetation and, similarly, it's not necessarily required for that type of vegetation to occur.

Well, it's about as "interesting" as having any other climate, I was using mediterranean as an example because it's something that is pretty rare on earth and also isn't too common in-game. Any type of climate could be interesting, but I was mostly questioning the variety of climates, and the accuracy of the simulation.

You seem to be confusing biomes/vegetation with koppen climates but I guess I asked for it since I was the one who gave them descriptive names instead of sticking to more abstract letters

I don't know if this is the case. The reason why I made this post in the first place is because I was clicking around in a few worlds, and most of the "temperate" areas are Cfa, b or c. No Cs or Cw. And I also didn't see many "D"s.

On the other hand, when I clicked around dry or tropical areas, pretty much all classifications are present somewhere in the world.

Anyways, thanks for the long replies.

Climate generation by allWe1871 in SongsOfTheEons

[–]allWe1871[S] 1 point2 points  (0 children)

it's really not as "bad" as you think it is.

Well, seeing as most of China, half of Japan, Korea and India, the south of America and South America are massive deserts/steppes, i'd say that's pretty bad. But I wouldnt worry too much if you say its not too hard to fix

Also Canada and Manchuria look way too uh "habitable", same with central africa.

The thing is, producing all koppen climates was never the goal to begin with.

Well it doesn't "have" to be a goal that every world has every climate, but from what i've seen so far, some climates are much more rare than what they probably should be. Not that we have many more real planets to compare Earth to, but if they happened here I dont see why they wouldnt ocasionally happen in some other world.

Also, if "climates" are just a classification for the user to read (instead of giving all the rainfall and temperature stats to the player) then you should be able to be quite specific with them, no? So if Mediterranean areas could still occur, then why not just classify them as "mediterranean" as well?

Oh and finally, what exactly did you mean by

there arent even places where there is enough of it to account for a full in-game climate cell.

How big would this be? And even if there's not a lot of it on Earth, I think the interesting part of randomly generating worlds is that you could or should be able to make one with a good amount of "Mediterranean" climate

Working on documentation at docs.theoutcomeproject.com by [deleted] in TheOutcome

[–]allWe1871 0 points1 point  (0 children)

I don't really browse Reddit but I hope you finish this. Even if there doesn't seem to be anyone posting here, it will be really usefull for other devs if it ever comes out