Rallying call for all interested: Colonisation of the Moon mod!

I wish we could get our own forum like FfH has. Would make this so much easier.

Ok, off-topic from 1.61-izing the mod (which I'll start doing here in a moment)... Warsong and I are working on the first draft of the design doc. I thought I would share some of the models we are using to see what you all think.

First off, we've been running with.. Geomodder's? suggestion about space in the colony. Apparently, given the amazing quantity of radiation hitting the moon from the sun and the EM from the dust, most all building facilities are required to be built underground. Therein, we're going to be using some sort of concept of available space in your city, which you can expand via engineering. There is apparently quite a big deal about there being lava tubes on the moon from it's formation, and that these lava tubes make premier sites for initial colonial bases as they provide a great deal of already protected underground area.

Similar to Space requirements for buildings, we have planned to have Power requirement for buildings, based on power production of the base.

One of the things which Warsong and I have agreed on is that most of the production of lunar bases should be based on specialists more then "working the land". This is not to say that resources are not vital--they most definitely are, but it is not primarily from working them that a base produces things. Resources enable construction, specialists perform the construction. I'll have some examples in a bit.

Let's see, for modelling Lunar Dust, we have several ideas, it turning out to be a very big deal indeed, from all reports. First, I have hit upon the idea of creating "brown-outs". This would be where we would "destroy" a building and add it to a brown-out list. I'd mod the city display to show the building grey or browned out (or with an icon next ot it, etc.). While browned out the building would effectively not be present in the base anymore. Each turn it would be repaired based on techs and other buildings present, and once fully repaired it would be readded to the city and removed from the brown-out list. The Can Construct for browned out buildings would return false signifying that these buildings can not be constructed. As techs and buildings improve the damage from dust to buildings will be increasingly mitigated, making brown outs less and less likely as the ages progress.

Also, I have apparently sold Warsong on a sort of shifting sands model of dust. The idea here is that dust spread via the solar winds (which are also a lot more significant then I'd ever realized). Warsong says that in the scale of the game, it's unlikely they'd ever spread more then one square in 100 years, but it makes for a potentially fun addition to increase this slightly. The idea, basically, is to have Dust Seas randomly spread a "Dust" feature (like Jungle) to neighboring squares, requiring engineering teams to clean up the dust, or the construction of dust barricades (like sandbag walls for floods) to arrest the spread of Lunar Dust. The idea here is to further convey and represent the challenges presented to the early colonists by the environment itself.

We're also sticking with attrition from Dust. Warsong has it in his mind to have a line of promotions directly related to dust resistance, rather then a survival skill as I had thought to do early (based on tech advances). There are too lines, Reliability (which could be read redundency, I imagine) and.. Dust Proof or some such. The first is basically a mitigation against dust damage, the second basically says that a unit is immune to dust attrition until the first time it engages in combat. For units and buildings alike, btw, the main issue with Lunar Dust seems to be moving parts primarily and EM/Static Charge secondarily.

Let's see, what else...

Immigration...

Our thought here is that the primary source of most units and buildings in the first age is from Earth. Kits for prefab buildings can be bought from Earth which with some minimal construction can be turned into 1st tier buildings. Similarly kits for certain kinds of units (rovers primarily) and immigration of specialists and colonists would all be from Earth in the early ages, with "in-situ" (domestic) construction of such things requiring a great deal of bootstrapping to become feasible. We have it in mind to have a (or possibly multiple) earth faction(s) with which you have a standing based on your actions which dictates prices and availability of kits and units (in addition to techs, your faction, etc. as we discussed previously). Eventually kits will be producable on the moon. One idea which Warsong is very fond of is the idea of tiered kits, where mark 1 kits require a lot more hammers then mark 2 kits, and mark 3 kits require fiewer still, but also require access to high tech materials...

Which brings me to Resources... So...

The idea for resources is pretty new. First, Warsong is a big fan of survey idea we discussed previously, so as resource techs are discovered, survey sites requiring that tech to survey appear on the map, which, once surveyed potentially reveal that resource. This also allows us to have some resources tied to their extraction technology, as opposed to their processing technology. Like the difference between surface strip mining and shaft mining on earth.

Anyway, I'll quote Warsong a bit here...

Warsong said:
Rather than a earth-typical "vein" of ore, you are likely to find a magnesium-heavy strata of Olavine (a type of baslat) called "Forsterite". Iron can be gotten either from Ilmenite (FeTiO3) which is the earliest/easiest target for Oxygen extraction, or from iron-heavy Olavine called Fayalite. Pyroxene is the most likely source of Calcium and Sodium, but Magnesium and/or Iron heavy Pyroxene deposits are also possible. More maddening still, a single Pyroxene deposit could count as a valid high-concentration source of all four elements (Calcium, Sodium, Magnesium, Iron). Pyroxene can also have additional "bonus" elements, albeit rarely, such as Zinc, Chromium, Scandium, titanium, Vanadium, etc. What this means is that either we ignore this, because it's just a game, or we make some sort of weird resource grid mapping thingie to trying to represent base resources that get processed into multiple and different metals. It has realism and some coolness -- if you get the best Pyroxene deposit on the entire moon, you get something like 8 resources. That's a square worth fighting for! ...

This is still a subject we're debating as to how to model, but preliminarily we are looking at a tiered resource system, where in, a particularly resource deposit provides a base resource, which, if available (and potentially if worked) along with a processing building can be turned into one or more (each potentially requiring a different processing plant) different tier 1 resources. These in turn can be refined by refineries into various tier 2 resources which are required therein to building various units and buildings.

As for the Pyroxene question (and similar resources of that ilk), I'm still uncertain. Now that the SDK is out, there is really no limit, in theory, to what we /could/ do, the question is what do we want to do, and where do we draw the line between realistic and fun 8). Any suggestions?

Ok, moving on... Let's see.. Buildings...

So, I want to get to updating the mod, but I'll put some brief stuff about buildings here. The main idea with a lot of the buildings is that either they afford your colony base the opportunity to assign a certain number of specialists, or they allow you to process or refine one resource into multiple units of the next tier up resource. Or they allow you to build certain sorts of units 8). These are described as Fabrication, Processing, Refining and.. I forget atm...

So, some examples from the half finished design doc...

Fabrication Family--
The Machine Shop: Humans use simple machine tools to make a surprising number of things.
+ Allows two citizes to work as "Machinest" specialists (+3 hammers, +1 beaker)
+ Allows for the creation of many kits, but with a high hammer cost.
- Requires 1 space and 1 power.

CNC Mill: Computers are programmed to run more complex machine tools.
+ Provides +3 hammers
+ Allows for the creation of most possible kits, with a medium hammer cot
+ Allows four citizens to work as "Factory Worker" specialists (+6 hammers)
- Requires 2 space and 2 power.

Factory
+ Allows four citizens to work as "Factory Worker" specialists (+6 hammers)
+ allows the creation of all kits
- Factory requires 10 space and 8 power.


Glassworks Family
Lunar Glassworks
+ Provices "Lunar Glass" resource
+ Adds +1 beakers (People working at the glassworks will experiment with different mixtures and continue to improve the product ad infinitum)
- Requires 1 space and 2 power.

Thermal Glassworks
+ (Same as Lunar Glassworks)
- Requires Nuclear Power Plant or Solar Thermal Power Plant to already be built in the city.
- Browns out when the Nuclear Power Plant in the same city browns out.
- Requires 1 space and 0 power.

Solar Glassworks
- Requires 1 space and 0 power.

...

And so on. These are still be written up, so we haven't even done a first pass sanity check on the complete list, and as such it's not really ready for peer review, but I thought I'd post this up, as I happen to be going through responding to these ideas to Warsong as we speak.

And when I'm done, I'm going to tackle to the 1.61 issue 8).
 
Hmm.. It's strange. I updated the GlobalDefines.XML file, but that doesn't seem to do it. From reading over other people's change logs that really sounds like we should at least no longer be getting the "no menu text" bug, but we still are. All the textinfo files have changed, but I not in a way that should have any effect I think... There is some talk about the patch not patching properly over 1.52, so I'll have to experiment with that, I guess... Weird...
 
Wow, that's a whole chunk to digest. Let's give some first impressions.

Belizan said:
First off, we've been running with.. Geomodder's? suggestion about space in the colony. Apparently, given the amazing quantity of radiation hitting the moon from the sun and the EM from the dust, most all building facilities are required to be built underground. Therein, we're going to be using some sort of concept of available space in your city, which you can expand via engineering. There is apparently quite a big deal about there being lava tubes on the moon from it's formation, and that these lava tubes make premier sites for initial colonial bases as they provide a great deal of already protected underground area.

Short response for the principle of course: --> :woohoo:
More in detail, using lavatubes for early bases means that mostly basalt plots will be used at first for basesites, that being the "stone" that comes from lava.
In the longer run, the easiest way of base expansion will be to dig a whole in the surface, construct your passages/structures, and fill it up again. But this is only a good method once enough construction equipment/workers are present.

One of the things which Warsong and I have agreed on is that most of the production of lunar bases should be based on specialists more then "working the land". This is not to say that resources are not vital--they most definitely are, but it is not primarily from working them that a base produces things. Resources enable construction, specialists perform the construction. I'll have some examples in a bit.

Good thinking here. Most mining probably would be robotic in nature anyway.

Let's see, for modelling Lunar Dust, we have several ideas, it turning out to be a very big deal indeed, from all reports. First, I have hit upon the idea of creating "brown-outs". This would be where we would "destroy" a building and add it to a brown-out list.

Not completely convinced here. I can surely believe that surface structures would be quite vulnerable, but facilities within a base in the atmosphere would be alot less exposed, to the level that a simple cleaning/maintenance cycle could keep things from breaking down.

Also, I have apparently sold Warsong on a sort of shifting sands model of dust. The idea here is that dust spread via the solar winds (which are also a lot more significant then I'd ever realized). Warsong says that in the scale of the game, it's unlikely they'd ever spread more then one square in 100 years, but it makes for a potentially fun addition to increase this slightly. The idea, basically, is to have Dust Seas randomly spread a "Dust" feature (like Jungle) to neighboring squares, requiring engineering teams to clean up the dust, or the construction of dust barricades (like sandbag walls for floods) to arrest the spread of Lunar Dust. The idea here is to further convey and represent the challenges presented to the early colonists by the environment itself.

Well, since the solar wind is involved, sandbags/barricades won't work anyway. So only toiling labour could keep plots dustfree. This should be a relatively rare occurence. Btw, wouldn't a whole baseplot shut down (brown out) then if a dustsea spreads on it? ;)

We're also sticking with attrition from Dust. Warsong has it in his mind to have a line of promotions directly related to dust resistance, rather then a survival skill as I had thought to do early (based on tech advances). There are too lines, Reliability (which could be read redundency, I imagine) and.. Dust Proof or some such. The first is basically a mitigation against dust damage, the second basically says that a unit is immune to dust attrition until the first time it engages in combat. For units and buildings alike, btw, the main issue with Lunar Dust seems to be moving parts primarily and EM/Static Charge secondarily.

Yes, if you do dust attrition on constructions/improvements, the units must of course follow suit. Smart move on impregnable to dust till combat. But I would make such a unit-with-promotion be "dustproof" again after it has healed fully in a base/fortress or so. Also, from the sound of it this looks like a specific promotion for rovertype units, not foot units.

Immigration...

Yep, this whole chapter sounds reasonable.

The idea for resources is pretty new. First, Warsong is a big fan of survey idea we discussed previously, so as resource techs are discovered, survey sites requiring that tech to survey appear on the map, which, once surveyed potentially reveal that resource. This also allows us to have some resources tied to their extraction technology, as opposed to their processing technology. Like the difference between surface strip mining and shaft mining on earth.

Does this mean then that once a new tech is researched that would reveal a new resource a new survey on already checked territory must be done in order to "find" it? That or "recalibrating" already existing survey-stations throughout a territory?
It sure keeps exploring viable throughout the game, or gives a good extra job for engineers/prospectors constructing survey-stations all over the surface.

This is still a subject we're debating as to how to model, but preliminarily we are looking at a tiered resource system, where in, a particularly resource deposit provides a base resource, which, if available (and potentially if worked) along with a processing building can be turned into one or more (each potentially requiring a different processing plant) different tier 1 resources. These in turn can be refined by refineries into various tier 2 resources which are required therein to building various units and buildings.

As for the Pyroxene question (and similar resources of that ilk), I'm still uncertain. Now that the SDK is out, there is really no limit, in theory, to what we /could/ do, the question is what do we want to do, and where do we draw the line between realistic and fun 8). Any suggestions?

Let's see... if most metals can eventually be subtracted from whatever source, then I would suggest that having a specific (or rich deposit) of a (metal) resource only would increase production from stuff linked to it. So a (metal) resource is no real requirement, but only speeds production up. Like the thing with copper for some spaceship parts in the vanilla game, and some wonder productions. In extension, you could do the same thing with specialists. Having a specific specialist in a base could increase production for certain items (nuclear engineer for their power plant for instance). If you link this with that specialists get enabled by specific building a whole "stair" structure evolves. Specialisation of bases all over. :D To go the whole way, you could in this example make a nuclear engineer be required to be in a base to keep the nuclear plant working. It "browns out" if the specialist isn't resident.

Ok, moving on... Let's see.. Buildings...

Ah yes, the below is already covered by my last remark. ;)

Ok, I'm through it. Most sounds very good. Let's see on how the details show up. :D
 
Belizan said:
Hmm.. It's strange. I updated the GlobalDefines.XML file, but that doesn't seem to do it. From reading over other people's change logs that really sounds like we should at least no longer be getting the "no menu text" bug, but we still are. All the textinfo files have changed, but I not in a way that should have any effect I think... There is some talk about the patch not patching properly over 1.52, so I'll have to experiment with that, I guess... Weird...

I've seen some remarks of the mod not working with GlobalAlt something, something with the fonts I think.
 
Belizan said:
Give us time, Woodelf ;). But seriously, I think Fantasy is more popular then Sci-Fi in general. Any word from Kael?

He said PM Thunderfall and if there is extra space/bandwidth/whatever then they may be able to host files.

I would imagine that getting your own forum would require the same thing, but with FfH there is a defined leader, Kael. If you're going to be that defined leader Belizan that's fine, but we need one...
 
About the GlobalDefine.xml. By converting every change over to the GlobalDefinesAlt.xml that was made in the GlobalDefines.xml you should be alright. Then simply remove the GlobalDefines from the mod so the game will use the new 1.61 version. I did this for the SMAC mod and the menu screen instantly worked.

I have no idea what in that file buggered up fonts, but something did...
 
woodelf said:
He said PM Thunderfall and if there is extra space/bandwidth/whatever then they may be able to host files.

I would imagine that getting your own forum would require the same thing, but with FfH there is a defined leader, Kael. If you're going to be that defined leader Belizan that's fine, but we need one...

I'm prepared to accept that responsibility (I thought I already had, to be honest), assuming that we're all on board.
 
So far so good with your planning Belizan. We're moving that way with SMAC-alt with using Specialists instead of tiles as well. And culture needs to be seriously nerfed. I'm not sure the colony should ever expand, ever.

I'll be interested in seeing how attrition works. That should be cool to see in action.
 
Belizan said:
I'm prepared to accept that responsibility (I thought I already had, to be honest), assuming that we're all on board.

You have my vote. In speaking with Kael he implied that he knew our old version was somewhat doomed because the Leader needs to be the one doing the Heavy Lifting. Nothing against JBG, but in this case the Heavy Lifting is the coding, not the ideas. Since you're the python/SDK man it's a natural fit.
 
Belizan said:
Could ask Kael. I can send him a message tomorrow, unless you want to sort it out with him Woodelf 8).

I would be more than happy to host in my space until Thunderfall gives you your own if you would like. I'll PM you my email address. If you want anything hosted just email me the file and I'll send you back the civfanatics link of where you can get it.
 
Kael said:
I would be more than happy to host in my space until Thunderfall gives you your own if you would like. I'll PM you my email address. If you want anything hosted just email me the file and I'll send you back the civfanatics link of where you can get it.

You just never know who lurks around..... :p
 
Belizan, is this possible: Instead of expanding your cultural radius from 1 to 9 to x can you code it so the player chooses what tile he gets (works)?

I'm thinking that you start with a 1 tile colony and with culture you eventually get the ability to work an adjacent tile, but only 1 tile/x # :culture: and the player gets to choose it. Possible?
 
woodelf said:
You just never know who lurks around..... :p

I have to watch out for whatever rumors you may be spreading. I know that limerick about me and the fustian goat came from you! :D

... I just wish it wasn't true.
 
Kael said:
I have to watch out for whatever rumors you may be spreading. I know that limerick about me and the fustian goat came from you! :D

... I just wish it wasn't true.

:lol:

The best rumors have that grain of truth...
 
GeoModder said:
More in detail, using lavatubes for early bases means that mostly basalt plots will be used at first for basesites, that being the "stone" that comes from lava.

Yes, although I think lava tubes may appear in other terrain types as well, only much less common.


GeoModder said:
In the longer run, the easiest way of base expansion will be to dig a whole in the surface, construct your passages/structures, and fill it up again. But this is only a good method once enough construction equipment/workers are present.

Yep.


GeoModder said:
Not completely convinced here. I can surely believe that surface structures would be quite vulnerable, but facilities within a base in the atmosphere would be alot less exposed, to the level that a simple cleaning/maintenance cycle could keep things from breaking down.

There have been a lot of reports done by NASA and independent researchers talking all about the issues and troubles with Lunar Dust and how it will eventually get into everything and the trouble that will cause. I can dig up some links if you are interested in reading about it.


GeoModder said:
Well, since the solar wind is involved, sandbags/barricades won't work anyway. So only toiling labour could keep plots dustfree. This should be a relatively rare occurence. Btw, wouldn't a whole baseplot shut down (brown out) then if a dustsea spreads on it? ;)

The idea I had for dust spreading would be two fold, the first degree would be like a fallout feature--A feature which diminshed the production of whatever square it overran.

The second derivitive would be to put an actual full on "Dust" feature on the tile rendering it useless until cleared.

My understanding vis a vis Solar Wind is that the shifting sands of Sahara makes a reasonable analogy. Thus some sort of, possibly magnetically charged barricade might both work and make sense. And creates another angle of "conflict" for the player vis a vis Player vs. Environment establishment of his/her colonies.


GeoModder said:
Yes, if you do dust attrition on constructions/improvements, the units must of course follow suit. Smart move on impregnable to dust till combat. But I would make such a unit-with-promotion be "dustproof" again after it has healed fully in a base/fortress or so. Also, from the sound of it this looks like a specific promotion for rovertype units, not foot units.

Yes, his vision included the idea that certain types of buildings would grant reliability or dust proof promotions to any unit that started its turn in that city, possibly with some additional rules.


GeoModder said:
Does this mean then that once a new tech is researched that would reveal a new resource a new survey on already checked territory must be done in order to "find" it? That or "recalibrating" already existing survey-stations throughout a territory?
It sure keeps exploring viable throughout the game, or gives a good extra job for engineers/prospectors constructing survey-stations all over the surface.

If I'm reading you correctly, then yes. To use a vanilla civ analogy, when you discovered Bronze Working, rather then Bronze appearing all over the map, instead, Bronze Survey sites would appear all over the map. Once you had surveyed them, we'd convert them into actual Bronze or remove them as appropriate it. The Survey sites would be resources that produced nothing and allowed for the construction of a Bronze Survey which would trigger that resource's conversion to Bronze or nothing, as appropriate. I hadn't thought about Survey stations. The issue is, as we discussed a while ago, once you get the tech to reveal a resource, it shows up everywhere on your map you've ever explored. This way we can even decouple the revealing of survey spots from the ability to survey for the resource in question, as well as add new survey locations as our technology to locate and process resources improves. Trouble I'm having now is, originally I think I thought to make the survey sites improvements, which would require you to research areas (and perhaps require something like your survey station idea), but the trouble with that is, the first time someone researchs Bronze Working, Bronze Survey improvements show up visible to everyone. OH! Right.. I was going to remove them at the start of each player's turn and replace them if you had access to the tech. Right, ok.. that was the plan. So, yeah, we could put in a survey station requirement, make the survey spots only show up in sight range of an survey capable unit or a station. Is that what you were suggesting?


GeoModder said:
Let's see... if most metals can eventually be subtracted from whatever source, then I would suggest that having a specific (or rich deposit) of a (metal) resource only would increase production from stuff linked to it. So a (metal) resource is no real requirement, but only speeds production up. Like the thing with copper for some spaceship parts in the vanilla game, and some wonder productions. In extension, you could do the same thing with specialists. Having a specific specialist in a base could increase production for certain items (nuclear engineer for their power plant for instance). If you link this with that specialists get enabled by specific building a whole "stair" structure evolves. Specialisation of bases all over. :D To go the whole way, you could in this example make a nuclear engineer be required to be in a base to keep the nuclear plant working. It "browns out" if the specialist isn't resident.

Well, no, but many resources can come from one source. He has some other examples I didn't copy over, but basically say there are a dozen base resource types, each of these can be processed into 1-4 different tier 1 resources (that would have names more recognizable to us ;). With overlap, as well--One could generate a particular tier 1 resource via different processing plants from potentially several different base resources. This is definitely one of Warsong's baby's, the entire strata of resource distribution on the moon being outside my ken. When I have a complete breakdown of the resource tree, I'll bring it over here.

As for your specialist idea, we could try to rig up something like that. Right now production bonuses are cludgy to implement in Python. I've only taken a preliminary look at the SDK, and at first blush it looks ludicrously simple to make arbitrary changes to things, but I haven't gone through the process of actually making a change and seeing it carried through to working "in game". That will be a project for later days.


GeoModder said:
Ok, I'm through it. Most sounds very good. Let's see on how the details show up. :D

:). Like I said, I thought it was shaping up very nicely 8). I have reems of other information less well distilled, but as we get closer to having the design doc ready for review, I'll post more summaries like these here.
 
woodelf said:
Belizan, is this possible: Instead of expanding your cultural radius from 1 to 9 to x can you code it so the player chooses what tile he gets (works)?

I'm thinking that you start with a 1 tile colony and with culture you eventually get the ability to work an adjacent tile, but only 1 tile/x # :culture: and the player gets to choose it. Possible?

With the SDK, yes. With just the Python base... Maybe. Hrmm.. Yeah, could do it in Python too. A bit of an interface question though. (i.e. how do you specify the square you want, can you change later, etc.).

For the Moon Mod we're still thinking to use Culture as Power for our model 8).
 
Belizan said:
With the SDK, yes. With just the Python base... Maybe. Hrmm.. Yeah, could do it in Python too. A bit of an interface question though. (i.e. how do you specify the square you want, can you change later, etc.).

For the Moon Mod we're still thinking to use Culture as Power for our model 8).

I'm not sure where we'd go with it, but the whole cultural expansion is bugging me. Cities rarely expand in concentric circles or uniformly. More likely a frontier town would pick where to expand and go that direction. That's kind of what I was thinking, but it's not a huge priority.
 
Oh, as for the brown-outs for specialist requiring buildings, that's an interesting idea we hadn't thought of yet. Have to see how it fits with the overall gestalt. I also like the somewhat related idea of making "Maintenance" type specialists to dramatically improve repair time and lower brown out occurances. Hrmm... Civil Engineers to produce space... *rubs his chin thoughtfully*...
 
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