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Mark_Everson
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Canton, MI
Jan 1970 time: 00:13
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Quick OO Strategy, high-level
Two basic tech objects, Tech and Application.
Tech is split into three categories: Theory (level 1), Field (level 2) and Skill (level 3). For now there is really no distinction between these three levels, but I am keeping them separate for possible future use.
Applications really behave differently, so they're a unique object by themselves.
I am also going to have a TechInfo class that holds all the unchanging info about each tech (most of the info in the tech model is of this sort). This will give more efficient memory usage, and allow for easy changing of Tech characteristics on the fly during the game for testing. All the actual Theory etc. objects will have is a pointer to the TechInfo object, a level and whatever else is civ-specific. There will be an analagous ApplicationInfo object.
BTW don't we need applications to have a tag to feed back tech growth that comes from use? FE Muskets have a Military tag? I wanted way back to have each application also have an experience level associated with it, but was outvoted ...
[This message has been edited by Mark_Everson (edited March 09, 2001).]
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Mark_Everson
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Canton, MI
Jan 1970 time: 00:13
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Here is some initial output for you just to look over. I have gone ahead and unified Required and Helper techs as I mentioned above. These are "TechSpecs" objects that are the Platonic ideal of Techs, so they don't show current level. The tech objects that are actually used are set up, but I havent got them in the diagnostic trace. Nothing does anything yet, but the data structures are set up, and the objects are on their way! Next step will be to set up a clone of the spreadsheet, and run the tests for that.
Techs Existing:
Tech: Agriculture, Level 2
Ts: 0.0, cX = 1.0, mX = 1.0, DRX = 1.0, WX = 1.0
Helper: Biology, Weight 3, Offset 0, Level Required 0
Helper: Earth Sciences, Weight 2, Offset 0, Level Required 0
Tag: Agriculture Weight = 10
Tech: Biology, Level 1
Ts: 0.0, cX = 1.0, mX = 1.0, DRX = 1.0, WX = 1.0
Tag: Pure Science Weight = 10
Tech: Earth Sciences, Level 1
Ts: 0.0, cX = 1.0, mX = 1.0, DRX = 1.0, WX = 1.0
Tag: Pure Science Weight = 10
Richard: Is there a time its important for me to get the XML spec to you by considering your workload? I don't want to slow you down, but I'm not experienced with that stuff, and don't want to waste time either. I can get you something immediately if you want to get started, and don't mind potentially redoing a little bit of it in the future. If you wouldn't have much time to work on it in the near future anyway, then I'll definitely wait till like next weekend to get you someting.
-Mark
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Richard Bruns
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NC, USA
Nov 1999 time: 06:13
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I am on Spring break at home now, and will soon be going to a research conference, so I won't be able to do much until next week.
There isn't any problem with unifying the required and helper techs that I can see.
I think that we can and should give the players all the tech information they need without using lists of numbers. What should they know?
The civ's tech ability compared to the neighbors.
The ability compared to the past; how much has it improved?
How happy is the populace with the tech level?
These three can easily be displayed with icons, no numbers required. Theae are also things that any ruler could be expected to know. Other things players want to know are not things that real rulers would know, but are important to the game. Here is my idea for displaying this:
The amount the tech level changed since last turn can be displayed with a color-coded list; players do not need to know the actual tech levels:
Tech Change:
Agriculture: +.2
Architecture:+1.2
Astronomy: +.01
Biology: -.2
Clicking on a number in this list could bring up a line graph that shows the recent trends in the tech level. Upcoming developments, like a new application or technology, could be marked on this graph, so the player sees a pictorial representation of where the tech is, where it has been, where it is going, and how long it will take to get there. Note that this graph does no necessarily have to have the actual tceh level marked on it.
Mark, I'll send you a Excel file with an example for this spreadsheet.
Edit: Attempting to get colored text
[This message has been edited by Richard Bruns (edited March 11, 2001).]
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Richard Bruns
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NC, USA
Nov 1999 time: 06:13
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We can put multiple graphs on one screen. The past progress, projection, and goals for a tech can all be the same color, and in this way we can put around half a dozen techs up on one chart. Or we can display techs in multiple charts and switch between the charts.
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Mark_Everson
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Canton, MI
Jan 1970 time: 00:13
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That might work, but it sounds as bad as numbers at least to me... 
On another topic. My coding has made me think about the helper tech level equation: RHL = (h1*(HT1n +O1-Tn) + . . . + hx*(HTxn +Ox-Tn))/(h1+ . . .hx). The problem I've just seen is that, because of the divisor, the following effects of a single helper tech are identical for the FratPranks Tech that helps the CowTipping tech:
h=1 FratPranks
h=5 FratPranks
h=10 FratPranks
All give the same resulting RHL = HT1n +O1-Tn
Also the following two helper tech systems are identical:
h=1 FratPranks
h=1 IntenseBoredom
h=10 FratPranks
h=10 IntenseBoredom
I know you can change W, or the Os to make these various equivalent things have different effects, but its not very intuitive.
I propose that we ditch the denominator in the formula above. That way a helper with an h=10 will directly have the intuitive result of being much stronger than one with h=2. We can rescale W if necessary because of this change.
It seems to me my proposal is more straightforward for players and scenario designers. Do you agree, or do you see problems with it, and if so what? I'll code it as-is for now, since its trivial to change it, and wait to see what you have to say.
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Richard Bruns
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NC, USA
Nov 1999 time: 06:13
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Yes, Mark, I agree with the point about the helper techs. . .
quote:

Originally posted by Richard Bruns on 03-01-2000 10:45 AM
As I did a final review of the system last night, I noticed a few things that might need to be changed.
The first is the formula for the RHL. Dividing by the sum of the h values hurts the system IMO. Currently, it would be impossible to change the total effect that RP's have. If you assigned a h1 of 3 and a h2 of 6, the H factor would be exactly the same as if you assigned a h1 of 1 and a h2 of 2. Given the stated definition of h, I don't think that is a good thing. So I propose that we stop dividing by the h terms.
This would make the H value larger, but that can be compensated for by changing the other variables. If it turns out that I am wrong, we can fix things so that the sum of h is one, and the system will act the way it currently does. Dividing by the values makes the system a lot less flexible; there is no way to alter the total effect that helper techs have.
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Sorry for having to make you reinvent the wheel. I wonder if there is any other point in this behemoth of a system that I haven't communicated well.
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Gary Thomas 2
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New Zealand
Mar 2001 time: 05:13
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Mark has asked me to take over the coding for the Technology section.
I am a Java Architect and used to be a technical team leader for a Java coding team.
I have read all the tech threads (that wiped out the weekend).
My design orientation is very similar to that of F_Smith - I am an enthusiast for OO programming, and Kent Beck's Extreme Programming in particular.
I also have quite a bit of experience with XML. I will try and have a working user interface to allow input of technologies and applications within the next few days. This will follow the requirements listed a few posts back.
Cheers
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Gary Thomas 2
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New Zealand
Mar 2001 time: 05:13
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Thanks for the Welcome!
The email I got with my password said that I can change it: "Note that you change this password online using the "edit profile" button on our bulletin board"
When I tried this, there did not seem to be any option to change my password. Can you change your password?
First cut at the tech editing user interface is working - it picks up a file and parses it. Course it doesn't do anything else, but I am getting there.
Cheers
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Gary Thomas 2
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New Zealand
Mar 2001 time: 05:13
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Thanks - I must have been blind - I didn't see the password box. I have now changed it to something I can remember. Coming from an unusual country I have an advantage with passwords - I just use a Maori word.
In writing the data editor I have taken
1. Set default values for m, c, W, and DR.
2. For every technology, input:
a. Technology name and text description.
b. The level of the technology.
c. Technology requirements and Ts.
d. Values for m, c, and DR. It would be a big help if these were defined in terms of the defaults (default c times some value). This way, we can change the default values and not have to redo individual values; they would keep the same ratio.
e. Helper technologies with O and h for each helper tech, as well as a W value defined in terms of the default value.
It would be nice if parts a through e were in different sections. Also, space should be left for the the Alter Variable section and sections dealing with E and I.
3. For every application, input:
a. Application name and text description.
b. The L value of the application.
c. Technology requirements with an h value for each requirement.
as the substantive definition of requirements.
This raises a coding point. One of the most well-accepted, ingrained even, principles of coding is that all identifiers must be descriptive. Under no circumstances should you ever use single letter variable names (sometimes people get away with i for an index and e for an exception, but that is it).
So I would like the model designers to provide me with descriptive values for: m, c, W, DR, Ts, O, h, E, I and L.
I am unclear what "Technology requirements" means.
The file will be in a simple XML format (so I can use a simple parser), here is a sample:
<Parameter>
<mValue>0.1</mValue>
</Parameter>
<Technology>
<Name>FarmMachinery</Name>
<Description>Farm machinery and equipment</Description>
<Level>3</Level>
<mRatio>1.4</mRatio>
<cRatio>1.2</cRatio>
<Requirement>
<Name>Agriculture</Name>
<Value>10</Value>
</Requirement>
<Helper>
<Name>Automation</Name>
<Value>0.7</Value>
<Offset>20</Offset>
</Helper>
</Technology>
However, the users of the utility will never need to look at this.
Since getting the utility out seemed the biggest priority I have not gone over the equations very closely. However I did notice that h and W seem to share the same dimension space - that is, if you double all the h values and double the W value, the result is unchanged.
Enough for now. I am hoping that all my & g t and such come out right!
Cheers
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Gary Thomas 2
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New Zealand
Mar 2001 time: 05:13
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Damn - all my careful indentations of the XML got lost. It will really look like:
<Parameter>
  <mValue>0.1</mValue>
</Parameter>
I hope that works. If there is no indentation it didn't work.
I have two questions.
Somewhere in my voluminous reading I remember seeing a comment that "Level" was used for two quite different things (tech level 1-3, and level of a particular technology on a 1-100 scale), and an alternative was proposed for one of them. Could somebody let me know what that alternative was and for which one. Thanks.
My other question relates to "Requirement" which crept into the XML example, but does not appear to be part of the model. What is the situation there?
Cheers
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Richard Bruns
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NC, USA
Nov 1999 time: 06:13
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Welcome, Gary, and thanks for helping!
Technology requirements are the tech levels that are required for an application or another technology to become available. FE the tech requirements for the first cannon might be explosives level 10 and metallurgy level 30. The tech requirement for Explosives might be Chemistry level 20. Requirements will typically be helper techs.
The user can choose to define tech layers or "Tiers." These used to be called "levels." The Tier defines how the interface treats the tech, and it also sets the framework for vital techs.
The difference between h and W is in terms of what they apply to. W is an overall variable that affects every helper and vital tech equation. h, however, is different for every helper or vital tech. h is used to set up the relative effect of all the techs that help a single technology. For example, we may want to set up the following:
Aircraft Helpers:
Propulsion Systems h = .3
Physics (Mechanics) h = .5
Electronics h = .1
In this way, we can set up the relative effects of all the techs that help the development of airplanes. But what do we do if playtesting shows that, overall, helper techs have too much or too little effect overall? It would be horribly tedious to change every h value, so I put in the W value so we could easily change the whole system at once.
Descriptive requirements:
I had much more of more of a math background than a programming one when I wrote the model, and now that I have learned more about programminr I see that the names are pretty arcane. So I'll take a shot at decent names:
default m = BaseGrowthRate
default c = BaseUpkeep
default W = BaseGlobalHelperEffect
default DR = BaseRPDiminishingReturns
For individual Technologies:
m = GrowthRateMultiplier
c = UpkeepMultiplier
default DR = RPDiminishingReturnsMultiplier
Ts = StartLevel
O = HelperLevelOffset
h = HelperTechEffect
I = ExternalGrowthRateMultiplier
E = ExternalUpkeepMultiplier
L = ApplicationLongevity
[This message has been edited by Richard Bruns (edited March 19, 2001).]
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Richard Bruns
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NC, USA
Nov 1999 time: 06:13
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But there is an attribute of the helper tech called the requirement. That is the level of the helper tech that is required for the tech to exist. Flight does not exist until you get to a certain level of the helper techs; those levels are the 'requirements' for Flight.
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Richard Bruns
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NC, USA
Nov 1999 time: 06:13
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Tech tags determine a lot of things. First, they are an important way for the players and the AI to interact with the tech tree. For example, If disease is a problem, then the player will know to funnel research into the "Health" tag. This should also be easy to program into the AI, so it doesn't have to 'know' a whole lot about the tech tree when making decisions.
Tech tags are also the way that most RP's are assigned. Most RP's will come from basic economic activity. These activities, like building castles or running a government, will increase related techs, as your people get more experienced in doing something. The tag of the technologies determines which tech these activities will add RP's to.
For more complete info, look here.
Tiers do have an effect. As currently designed, Tier 1 techs are theoretical techs like "Chemistry" that historical rulers did not know about or relate to. As such, the players will not see ststus reports of tehse techs and cannot order research to be directly put into them. They will only order direct involvement into the Tier 3 techs like Shipbuilding. No ancient king said, "Learn about Chemistry." They said, "Build better Siege Engines." As the game progresses, players will gain the ability to interact with the more theoretical technologies.
We have made some attempts at OO modeling. Maybe these got lost in the shuffle:
quote:

Outline for Tech System Implementation with OO modeling:
This outlines the entire tech system procedure, starting and ending with object parameters for the other game models. This is mainly a definition of the objects and their interactions; the equations will come later.
The system is run at the end of the turn. It uses data about events and attributes from that turn and the results are implemented at the beginning of the next turn.
This system can be run at the civ, province, or even the square level. The default would be the civ level, but if you wanted different provinces or squares to have different tech levels you could run these methods at that level.
1) Data about RP generating activity in the area (civ, province, or square) is collected. I would assume that this would be a matter of inputing object parameters (trade, construction, etc.) from the other game models.
2) Tagged RP's are generated from this data. Each tech tag has a Tagged RP object that calculates itself based on the data gathered in step 1.
3) Social effects and other external multiplicative effects are applied to RP generation by tag. The object parameters from the other models again cause the Tagged RP objects to recalculate themselves. (Note that this allows society to have different impacts on different fields of study. Philosophy innovation might be frowned upon while Agriculture innovation might be supported.)
4) Tagged RP's are distributed among the technologies. Each technology has an associated Tech RP object that calculates itself based on data from the Tagged RP objects and the level of the associated tech.
5) THL (Total Helper Level) values are calculated. Each tech has an associated THL object that recalculates itself based on data about the helper and vital techs.
6) Each tech level is recalculated. Each tech object recalculates itself based on data from the associated RP object, THL object, tech attributes, and its own tech level. (This is the step that is detailed in the spreadsheet.)
7) Tech diffusion is calculated. The tech objects recalculate themselves based on data from surrounding areas and the internal conditions of the area. (Note that this is in addition to the effects of trade. Trade generates RP's that must be turned into technology by the civ or province. This gives completed technology directly to the area. So, your society might not provide a good environment for the development of something, but they would use it once it is completed.)
8) Application levels are calculated. Each application object recalculates its level based on the tech objects and its own attributes.
9) The effects of application levels are implemented. The objects in the other models recalculate themselves based on the parameters of the application objects. These effects will take place before the start of the next turn.
So the basic outline is:
Other model objects (previous turn) -> Tagged RP objects -> Tech RP objects -> Tech objects -> Application objects -> Other model objects (next turn)
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quote:

I could finalize my plan for the methods if the following object list is agreed upon:
Tech Tag objects, with the Tagged RP's as parameters and the methods for calculating the tagged RP's.
One Tech RP object for every technology, with the methods for calculating itself based on parameters in the Tech Tag object.
The Technology object, with the level as a parameter and methods for calculating the level.
(Would it be better to have the RP as a parameter in the tech object? I'm not sure about this one.)
The Application Objects, with methods for calculating the level based on parameters in the tech object.
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