Dancing Hoskuld
Deity
The Conway function reference was a joke. Ignore me - I was in a funny mood.![]()
But there was some cool stuff in google on him.

The Conway function reference was a joke. Ignore me - I was in a funny mood.![]()
But there was some cool stuff in google on him.![]()
It is not really game theory.AIAndy, everything you said made perfect sense but I am still missing something. the last time I did anything with calculus was 1974/5 it was the first and only exam I forgot everything as I walked in the door and had to prove everything from first principles before answering the questions. I did not do well on that exam (just passed) so concentrated on computers and pure mathematics instead.
So I googled "predict-correct numerical integration scheme" and "Conway functions". While interesting the resultant pages were related to that new fangled "Game Theory" stuff. Is that right? I don't think I have done anything on game theory ever.![]()
It is not really game theory.
Rather it is related to Finite Element Method.
OK, so to do civilization powers, the following changes would need to be made.
1. Outcomes would need to be able to be tied to buildings (preferably the Palace)
2. Outcomes would need to be able to have a <prereqcivilization> tag or something similar.
3. Property Growth would need to have the option to be scalable by gamespeed.
4. Outcomes would need the ability to affect things on a global scale, not just in one unit/building/city. Example; One of the powers I'm considering would give +1 River Commerce per tile for x number of turns, which brings me to my last point,
5. The effects of Outcomes need to be able to have long durations, currently IIRC it is only a one-off thing. I may be wrong on this one though.
How hard/how much work would it take to implement these, if they aren't implemented already?
It is already possible to have an outcome mission type require a building.@AIAndy:
I first posted this on the Balance thread, but it probably belongs here instead.
1. Outcomes would need to be able to be tied to buildings (preferably the Palace)
When the boolean expressions evaluated on game objects are finished, that will be one of the possibilities.2. Outcomes would need to be able to have a <prereqcivilization> tag or something similar.
With the integer expressions on the property manipulator parameters, that will be possible.3. Property Growth would need to have the option to be scalable by gamespeed.
I think best would be to have the ability for outcomes to apply temporary buildings/features/promotions/traits and use those to have an effect (as there are plenty of effects already implemented for those).4. Outcomes would need the ability to affect things on a global scale, not just in one unit/building/city. Example; One of the powers I'm considering would give +1 River Commerce per tile for x number of turns, which brings me to my last point,
5. The effects of Outcomes need to be able to have long durations, currently IIRC it is only a one-off thing. I may be wrong on this one though.
I think best would be to have the ability for outcomes to apply temporary buildings/features/promotions/traits and use those to have an effect (as there are plenty of effects already implemented for those).
Yes, anything I allow integer expressions for.Could the duration of those effects also be scaled by gamespeed?
The FontButtonIndex refers which icon to use now (starting from 0 which is the crime icon and so on).I am having trouble with the new Disease Property. It seems to work fine but the icon/button is the same as the Air Pollution symbol even though I added a new one in the GameFont files.
Did something change or did I miss a step?
As mentioned in another thread I am considering extending the generic property system towards supporting 1D-properties. That means instead of a single value for a property, you have an array of values.
The target is to make it easier to add simulations of the spread of specific cultures or religions or similar (which currently are just there in a city or not).
Each of the cultures/religions will spread/diffuse like single properties, but instead of a simple decay, they interact. Two more static properties (like flammability, but I will improve the support so you can add/remove to it from civics and the like) will provide culture/religion capacity and individualism. The higher the capacity, the higher the sum of the culture/religion property can get in a city before it decays. The higher the individualism, the more the decay will be applied on the strong cultures/religions so you end up with lots of smaller cultures/religions and on the opposite end of individualism the decay will be applied to the weak cultures/religions so you end up with few strong cultures/religions.
As mentioned in another thread I am considering extending the generic property system towards supporting 1D-properties. That means instead of a single value for a property, you have an array of values.
The target is to make it easier to add simulations of the spread of specific cultures or religions or similar (which currently are just there in a city or not).
Each of the cultures/religions will spread/diffuse like single properties, but instead of a simple decay, they interact. Two more static properties (like flammability, but I will improve the support so you can add/remove to it from civics and the like) will provide culture/religion capacity and individualism. The higher the capacity, the higher the sum of the culture/religion property can get in a city before it decays. The higher the individualism, the more the decay will be applied on the strong cultures/religions so you end up with lots of smaller cultures/religions and on the opposite end of individualism the decay will be applied to the weak cultures/religions so you end up with few strong cultures/religions.
It depends on how you use it. With lots of expensive rules that involve plots and units the turn times can be high. But if the array is usually quite sparse (so not all religions/cultures/whatever are on the same object) and maybe a restriction to using cities instead of using plots the cost will not be that large.What sort of effect will that have on end-turn times? Currently from my profiling it looks like there is about 1 sec of turn time per property (or more accurately, 5 secs or so of time difference between manual measurement and the profiler, which is probably due to the properties being multi-threaded). That isn't bad, but if we start getting huge arrays of properties could that be an issue?
It depends on how you use it. With lots of expensive rules that involve plots and units the turn times can be high. But if the array is usually quite sparse (so not all religions/cultures/whatever are on the same object) and maybe a restriction to using cities instead of using plots the cost will not be that large.
At least that is cheaper as there are considerably fewer cities than plots or units.Sorry I may be slow here and I'm trying to learn all the property stuff...
By object you mean for example a unit. So you are saying if a unit only had one culture right?
And by that restriction you mean only cities would produce and collect the culture spread?