Hi all,
I want to do a psychology experiment with a simulation game, and I am reasonably knowledgable about CIII.
However, I don't know if I can make it do what I want for the purposes of my experiment. I will discribe and hope that some of you may be able to assist. This is likely a scenario situation.
The purpose of the experiment is to test if subjects will choose alternative strategies when it becomes obvious that their existing strategies don't work. [metacognitive techniques, expert vs. novice cognitive processes]
In general, there are the six [admittedly generic] CIII strategies I am aware of: Expansionist, Militaristic, Commercial, Religious, Industrious, and Scientific.
What I would like to do is train people unaware of CIII about these main strategies, then change the conditions of the game such that the only way to survive/thrive/improve is by changing from their initially selected strategy. So, I would like to do something like introduce a huge barbarian horde or huge gains for trading civs or whatever, but only after an initial "seed-growth" time has passed in the game and their initial strategy succeeded to some extent. The change in the ground rules would need to occur in the same game-year across different participants in the experiment, and would possibly need to be different based on what initial strategy was selected.
Any idea about how to change the rules/unit placement or other similar things in mid-stream of a game (Especially without stopping the game play)? I don't think the editor is really set up to handle something like that, but I just don't really know.
One idea I had was to have an era change at a specific year, but I don't know if that can be done.
Thanks for any assistance ahead of time.
David
I want to do a psychology experiment with a simulation game, and I am reasonably knowledgable about CIII.
However, I don't know if I can make it do what I want for the purposes of my experiment. I will discribe and hope that some of you may be able to assist. This is likely a scenario situation.
The purpose of the experiment is to test if subjects will choose alternative strategies when it becomes obvious that their existing strategies don't work. [metacognitive techniques, expert vs. novice cognitive processes]
In general, there are the six [admittedly generic] CIII strategies I am aware of: Expansionist, Militaristic, Commercial, Religious, Industrious, and Scientific.
What I would like to do is train people unaware of CIII about these main strategies, then change the conditions of the game such that the only way to survive/thrive/improve is by changing from their initially selected strategy. So, I would like to do something like introduce a huge barbarian horde or huge gains for trading civs or whatever, but only after an initial "seed-growth" time has passed in the game and their initial strategy succeeded to some extent. The change in the ground rules would need to occur in the same game-year across different participants in the experiment, and would possibly need to be different based on what initial strategy was selected.
Any idea about how to change the rules/unit placement or other similar things in mid-stream of a game (Especially without stopping the game play)? I don't think the editor is really set up to handle something like that, but I just don't really know.
One idea I had was to have an era change at a specific year, but I don't know if that can be done.
Thanks for any assistance ahead of time.
David