Technological/Education Property

Azurian

The Azurian
Joined
Apr 10, 2012
Messages
2,092
Location
Florida, USA
I was thinking we could have a Technology Property :c5science:

One of my major issues designing Modern and Transhuman Era buildings is that :science:, :culture:, and :hammers: :espionage: don't make sense for certain new buildings, and two buildings who are completely different can have similar stats.

Technology Property


Theory: When I mean Technology, I am talking about electronic parts. In a sense, it can mostly represent Computer Power, artificial intelligence, and information technology.

:c5science: Will be used for extremely complex buidings and Wonders. Examples are CERN Accelerator and Artificial Intelligence Core.

Certain scientific parts have been created in real life that don't advance the general knowledge of the sciences but are quite complex to design, and require alot of scientists and science knowledge to execute. Not every city has the technological capacity to create complex technologies.



This makes :hammers: Industrial Output and :c5science: Technological Output.

Activation: The first buildings with this Property will begin in Modern Era, starting with Calculator Factory, Laboratory, and others.

Application: The property is similar to Crime or Disease that certain buildings will give it. Certain buildings will need an X amount of Technology to be built along with Hammers. The number of Technology Property needed grows linear. You don't spend it or use it.

Example:
Computer Factory
+ 1 :yuck: +1 :gold: + 1 :c5science:
+5 Flammabilty
Provides 1 Computers
Requires Factory
Requires Parts
Requires Microships
5 :c5science:
1000 :hammers:

In this example, there was no science advancement but computers gets a +1 :c5science: because a computer is a technological part. If you built multiple computers you would gain an additional +1 :c5science: in that city.

Lets assume New York has 6 :c5science: total while San Diego only has 2 :c5science: total.

This means New York can build Computer Factory but San Diego cannot. New York now has 6 :c5science: if it builds a Computer Factory.

Each X axis increases the amount of :c5science: needed.

Lets say Digital Globe: Requires 12 :c5science: and you only have 6 :c5science: in New york. Well you will need to give your city 12 :c5science: to build a Digital Globe.
 
Security Property
Certain units can take over or destroy all technological part blueprints located inside buildings that have :c5science: equal or lower to them. If they have enough :c5science: they can take over city. They are the new siege units.

Computer Factory has requirement of :c5science: of 6, Radio Factory a :c5science: of 3, and Calculator Factory a :c5science: of 2. The first Hacker units will probably have 3 :c5science:. If two arrive at a enemy city they can take over Computer Factory, Radio Factory, and Calculator Factory.

Congratulations you just gained 3 :c5science:( 1 from Computer Factory, 1 from Radio Factory, and 1 from Calculator Factory).


:c5occupied: is Security Property.

The first Firewalls will propbably start with 3 :c5occupied:.
They detect Hacker units, and defend against their attempts.

the more :c5occupied: you have the more protected you are.

Remember that the whole point of hackers is to steal technological blueprints that in C2C are inside buildings.

Empires with lower :c5science: than you will have an initiative to hack empires with larger ::c5science: to catch up.

Its not limited to Hackers, there are also EMP weapons that can lower the :c5science: of a rival, which would prevent them from creating new buidings that require :c5science: The effect would be -:c5science: that would lower the +:c5science: per turn of that city.
 
@Technology Property

It took me a bit to understand what you ment. But it seems to be like education level in Sim City. Where if your population is not educated enough then they cannot make hi-tech factories and stuff.

Thus buildings like schools, collages, libraries and museums would increase their "EQ".

Thus a Robotics Factory would require a minimum education level in order to build. Likewise in Sim City they had it where if you technology/education level went down then bad things could happen to those buildings. Such as its more likely for your Nuclear Reactor to explode if you have uneducated workers.

@Security Property

Isn't this already covered with :espionage: and Crime?
 
@Technology Property

It took me a bit to understand what you ment. But it seems to be like education level in Sim City. Where if your population is not educated enough then they cannot make hi-tech factories and stuff.

Thus buildings like schools, collages, libraries and museums would increase their "EQ".

Thus a Robotics Factory would require a minimum education level in order to build. Likewise in Sim City they had it where if you technology/education level went down then bad things could happen to those buildings. Such as its more likely for your Nuclear Reactor to explode if you have uneducated workers.

@Security Property

Isn't this already covered with :espionage: and Crime?

Yes exactly, it can even be called Education, and it starts from game start. Buildings require X Education to be built.


It can be said that its covered with :espionage: and Crime, but its more like a new :health: that acts as antihacker.

If we can make X amount of :espionage: prevent hacker attempts than it will work.

You need X amount of :espionage: to prevent a Hacker with a power to hack X :c5science: .
 
I like idea of education property :)

Buildings like schools shouldn't give a lot of :science: directly but science output should be made by a lot of weel educated citizens. Its somehow similar to civ5 idea.
 
Both these properties would be needed on the specialists also. It is looking more and more like we will need a new set of pedia pages for properties.
 
Technology/Education/Literacy: Been discussed before and it's a good idea. It should impact a lot of the effectiveness of buildings, even production as well.

However, I do see a difference between education and technology though I think it means the term technology would perhaps mean something else... something to represent the proliferation of existing technology into society which could also have a similar impact to a literacy level.

Good concepts but please work out the electricity one in full first - it would have a lot of similarities in that it would impact the effectiveness of existing buildings. The experience of properly working out the electricity property would then play in to properly working out an education or literacy property. Additionally, technology levels would greatly impact the amount of electricity usage so would be a double edged sword.
 
@ TB
Agree we should finish Electricity first.

The other Property I mentioned somewhere here was Tourism , and you get benefits based on the amount of air pollution and water pollution. It would also allow for gold generation on Moon, Mars, and other Planets later.
 
A little disagree for the "Only modern era and later" for Technology.
You only think about our modern technology but factory in Industrial Era need a form of technology. Foundry need a form of technology too.
 
A little disagree for the "Only modern era and later" for Technology.
You only think about our modern technology but factory in Industrial Era need a form of technology. Foundry need a form of technology too.

Even adding a stick to your sharp rock requires some "technology".
 
LOL it will probably end up being called Education and it would start a lot earlier than that.
 
iCON




Assets/XML/GameInfo/CIV4PropertyInfos.xml


Code:
<PropertyInfo>
			<Type>PROPERTY_EDUCATION</Type>
			<Description>TXT_KEY_PROPERTY_EDUCATION</Description>
			<Strategy>TXT_KEY_PROPERTY_EDUCATION_STRATEGY</Strategy>
			<ValueDisplayText>TXT_KEY_PROPERTY_EDUCATION_DISPLAY</ValueDisplayText>
			<ChangeDisplayText>TXT_KEY_PROPERTY_EDUCATION_CHANGE</ChangeDisplayText>
			<ChangeAllCitiesDisplayText>TXT_KEY_PROPERTY_EDUCATION_CHANGE_ALL_CITIES</ChangeAllCitiesDisplayText>
			<PrereqMinDisplayText>TXT_KEY_PROPERTY_EDUCATION_PREREQ_MIN</PrereqMinDisplayText>
			<PrereqMaxDisplayText>TXT_KEY_PROPERTY_EDUCATION_PREREQ_MAX</PrereqMaxDisplayText>
			<bSourceDrain>0</bSourceDrain>
			<iAIWeight>-100</iAIWeight>
			<AIScaleType>AISCALE_CITY</AIScaleType>
			<iOperationalRangeMin>0</iOperationalRangeMin>
			<iOperationalRangeMax>10000000</iOperationalRangeMax>
			<FontButtonIndex>6</FontButtonIndex>
<ChangePropagators>
        	<ChangePropagator>
          		<GameObjectTypeFrom>GAMEOBJECT_CITY</GameObjectTypeFrom>
          		<GameObjectTypeTo>GAMEOBJECT_PLAYER</GameObjectTypeTo>
          		<iChangePercent>100</iChangePercent>
        	</ChangePropagator>
      	</ChangePropagators>


Property Name:
PROPERTY_EDUCATION

Operation Range
10,000,000

AISCALE_CITY will cause it to consider the property more important in larger cities and less important in smaller cities.

The most important thing to consider is bSourceDrain. It decides the behavior of the property. A property that is not source/drain will behave similar to something like happiness. Buildings add it or remove it, but the happiness remains constant when you don't build or lose buildings (except for temporary effects). I want it stable like Happiness so its 0.

Font Button index 6 ..uses the Education Icon

ChangePropagators allow you to copy changes to a property on one object to another object type. This generates a kind of accumulated value. Example: Flammability uses that by propagating 100% of the city flammability to the player. So the player flammability will always be the sum of the flammabilities of the cities of that player. Like flammability, 100% of education goes to player

Code:
<PropertyManipulators>
  <PropertyPropagator>
    <PropertyPropagatorType>PROPERTYPROPAGATOR_DIFFUSE</PropertyPropagatorType>
    <PropertyType>PROPERTY_EDUCATION</PropertyType>
    <GameObjectType>GAMEOBJECT_CITY</GameObjectType>
    <TargetObjectType>GAMEOBJECT_PLOT</TargetObjectType>
    <RelationType>RELATION_NEAR</RelationType>
    <iDistance>5</iDistance>
    <iPercent>5</iPercent>
  </PropertyPropagator>
</PropertyManipulators>

Education Diffuses up to 5 plots from the City (last Plot at 5%).

Code:
PropertyManipulators>
  <PropertyPropagator>
    <PropertyPropagatorType>PROPERTYPROPAGATOR_DIFFUSE</PropertyPropagatorType>
    <PropertyType>PROPERTY_EDUCATION</PropertyType>
    <TargetObjectType>GAMEOBJECT_PLOT</TargetObjectType>
    <RelationType>RELATION_NEAR</RelationType>
    <iDistance>1</iDistance>
    <iPercent>5</iPercent>
  </PropertyPropagator>
</PropertyManipulators>

Routes spread Education far and wide, 1 Plots from Roads at 5%.

Code:
<PropertySource>
          			<PropertySourceType>PROPERTYSOURCE_ATTRIBUTE_CONSTANT</PropertySourceType>
          			<PropertyType>PROPERTY_EDUCATION</PropertyType>
          			<GameObjectType>GAMEOBJECT_CITY</GameObjectType>
          			<AttributeType>ATTRIBUTE_POPULATION</AttributeType>
          			<iAmountPerTurn>2</iAmountPerTurn>
        		</PropertySource>

Player Receives an Extra 2 Education Per Population per Turn.


Code:
<PropertyPropagator>
          			<PropertyPropagatorType>PROPERTYPROPAGATOR_DIFFUSE</PropertyPropagatorType>
          			<PropertyType>PROPERTY_EDUCATION</PropertyType>
          			<GameObjectType>GAMEOBJECT_CITY</GameObjectType>
          			<TargetObjectType>GAMEOBJECT_CITY</TargetObjectType>
          			<TargetRelationType>RELATION_TRADE</TargetRelationType>
          			<iPercent>15</iPercent>
        		</PropertyPropagator>

Trade Diffuses it at 15%.


Code:
<PropertySource>
         			 <PropertySourceType>PROPERTYSOURCE_DECAY</PropertySourceType>
          			<PropertyType>PROPERTY_EDUCATION</PropertyType>
          			<GameObjectType>GAMEOBJECT_CITY</GameObjectType>
          			<iPercent>5</iPercent>
        		</PropertySource>

It decays at 5% at cities to account for the death of educators.
 
Final code:

Assets/XML/GameInfo/CIV4PropertyInfos.xml
Code:
<PropertyInfo>
			<Type>PROPERTY_EDUCATION</Type>
			<Description>TXT_KEY_PROPERTY_EDUCATION</Description>
			<Strategy>TXT_KEY_PROPERTY_EDUCATION_STRATEGY</Strategy>
			<ValueDisplayText>TXT_KEY_PROPERTY_EDUCATION_DISPLAY</ValueDisplayText>
			<ChangeDisplayText>TXT_KEY_PROPERTY_EDUCATION_CHANGE</ChangeDisplayText>
			<ChangeAllCitiesDisplayText>TXT_KEY_PROPERTY_EDUCATION_CHANGE_ALL_CITIES</ChangeAllCitiesDisplayText>
			<PrereqMinDisplayText>TXT_KEY_PROPERTY_EDUCATION_PREREQ_MIN</PrereqMinDisplayText>
			<PrereqMaxDisplayText>TXT_KEY_PROPERTY_EDUCATION_PREREQ_MAX</PrereqMaxDisplayText>
			<bSourceDrain>0</bSourceDrain>
			<iAIWeight>-100</iAIWeight>
			<AIScaleType>AISCALE_CITY</AIScaleType>
			<iOperationalRangeMin>0</iOperationalRangeMin>
			<iOperationalRangeMax>10000000</iOperationalRangeMax>
			<FontButtonIndex>6</FontButtonIndex>
        <ChangePropagators>
        	<ChangePropagator>
          		<GameObjectTypeFrom>GAMEOBJECT_CITY</GameObjectTypeFrom>
          		<GameObjectTypeTo>GAMEOBJECT_PLAYER</GameObjectTypeTo>
          		<iChangePercent>100</iChangePercent>
        	</ChangePropagator>
      	</ChangePropagators>
<PropertyManipulators>
   <PropertyPropagator>
    <PropertyPropagatorType>PROPERTYPROPAGATOR_DIFFUSE</PropertyPropagatorType>
    <PropertyType>PROPERTY_EDUCATION</PropertyType>
    <TargetObjectType>GAMEOBJECT_PLOT</TargetObjectType>
    <RelationType>RELATION_NEAR</RelationType>
    <iDistance>1</iDistance>
    <iPercent>5</iPercent>
  </PropertyPropagator>
  <PropertyPropagator>
    <PropertyPropagatorType>PROPERTYPROPAGATOR_DIFFUSE</PropertyPropagatorType>
    <PropertyType>PROPERTY_EDUCATION</PropertyType>
    <GameObjectType>GAMEOBJECT_CITY</GameObjectType>
    <TargetObjectType>GAMEOBJECT_PLOT</TargetObjectType>
    <RelationType>RELATION_NEAR</RelationType>
    <iDistance>5</iDistance>
    <iPercent>5</iPercent>
  </PropertyPropagator>
  <PropertyPropagator>
    <PropertyPropagatorType>PROPERTYPROPAGATOR_DIFFUSE</PropertyPropagatorType>
    <PropertyType>PROPERTY_EDUCATION</PropertyType>
    <TargetObjectType>GAMEOBJECT_PLOT</TargetObjectType>
    <RelationType>RELATION_NEAR</RelationType>
    <iDistance>1</iDistance>
    <iPercent>5</iPercent>
  </PropertyPropagator>
  <PropertySource>
    <PropertySourceType>PROPERTYSOURCE_ATTRIBUTE_CONSTANT</PropertySourceType>
    <PropertyType>PROPERTY_EDUCATION</PropertyType>
     <GameObjectType>GAMEOBJECT_CITY</GameObjectType>
     <AttributeType>ATTRIBUTE_POPULATION</AttributeType>
     <iAmountPerTurn>2</iAmountPerTurn>
    </PropertySource>
	<PropertyPropagator>
     <PropertyPropagatorType>PROPERTYPROPAGATOR_DIFFUSE</PropertyPropagatorType>     			
     <PropertyType>PROPERTY_EDUCATION</PropertyType>     			
     <GameObjectType>GAMEOBJECT_CITY</GameObjectType>     			
     <TargetObjectType>GAMEOBJECT_CITY</TargetObjectType>     			
     <TargetRelationType>RELATION_TRADE</TargetRelationType>     			
      <iPercent>15</iPercent>
      </PropertyPropagator>
	  <PropertySource>
         	<PropertySourceType>PROPERTYSOURCE_DECAY</PropertySourceType>
          	<PropertyType>PROPERTY_EDUCATION</PropertyType>
          	<GameObjectType>GAMEOBJECT_CITY</GameObjectType>
          	<iPercent>5</iPercent>
        		</PropertySource>
	</PropertyManipulators>
 
The most important thing to consider is bSourceDrain. It decides the behavior of the property. A property that is not source/drain will behave similar to something like happiness. Buildings add it or remove it, but the happiness remains constant when you don't build or lose buildings (except for temporary effects). I want it stable like Happiness so its 0.
Have you thought about, it maybe should not be stable, but have a diminish grow? Like when you build a school, it would produce for example 10 points in the first turn, then 9, 8, 7, 6 and stabilize at 5? Well, it can be out of the properties system capabilities, but theoretically what do you think about it?
 
You said your Property works like Flameability, but it can actually spread? I can't imagine how this will work.
And do you want it on plots, too? Like your Factory requires 20 Education to upgrade to Industrial Complex?
 
After consideration I am not finished yet, I need to add Spread to it as a Propgrator, and look at other possibilities .

I am self learning how to do this lol, I did the XML workshop on Code Academy and I understood it better.

N47 I haven't thought about it but I am now, I am going to look at the system more in depth.
 
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