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colorrr
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quote: Originally posted by roquijad
within-civ:
For each province you compute a very simple index to define its attractiveness. Something like PCI_per_capita*incentives/land_utilization_ratio. You then find the least attractive and create a settler there composed with a fraction of all EGs present. You teleport it to the most attractive province and distribute the population there with a "smart" mechanism.
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I don't think there should be only one migration per provice per turn.
This is my vision of the immigration model:
1. Calculation of each province attractiveness, much like roquijad suggest.
2. For each province a total of people migrating are calculated. This calculation would determine the amount of people leaving the province to seek a better life elsewhere.
Then this number of people are distributed to all the other provinces via a percentage based upon the attractiveness of each one and a dividing factor for distance + any other important issue.
That means each province gets some amount of people from all other provinces each turn.
This is within civs, outside civs I am not sure how to represent this. It could be the same model, and the amount of people to move from one civ to another is calculated in the in-civ calculation by adding another 'logical province' that represents interciv migration with an attractiveness calculation that is based on a little different criteria than the province calculation.
I think that would work very well and it does not seem like a lot of calculations to make.
The distribution of the total immigrated people within each province is another different calculation. Could be done in the same way as with the inter province migration. The people are distributed according to a simple attract factor.
Color
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:17
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I like colorrr's proposal more than rodrigo's. As I said, one mugration per province per turn is too limiting. One per square per turn is acceptable.
We could compute targets as provinces, and inside the provinces, dispatch to the coresponding squares. Foreign provinces should be considered only if known by the civ. I am not sure it is worth complicating the algorithm by making a pseudo-province for foreign civs.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:17
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Gary, LGJ, you are both right. I believe that LGJ's approach is good for non-supervised migrations. I think it should apply at province levels with repartition in squares if needed. Checking these migrations would be done every turn. The other kind of migrations, leader-endorsed, would just mean adding a distant square/province to the list of available destinations inside one's civ.
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RM
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Uppsala, Sweden
Sep 1999 time: 05:17
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Hello.
A suggestion: a square could be selected as a colonization center, and then the surrounding area (perhaps a circle?) is settled, more densely around the center, and thinning out the longer away from the center you get. Squares of special economic value and surrounding squares are also a bit more densely settled. Deserts are left almost empty.
Perhaps the effect will not be much different from settling entire provinces, so it might not be worth it to implement this suggestion, but I think economic and geographical circumstances often had a greater impact on where settlers choose to live, than how the government had divided up the land in provinces.
Btw. I liked demo 6. I think it will become a great game.
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Gary Thomas
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New Zealand
Mar 2001 time: 17:17
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The actual implementation of this is getting quite close. This puts requirements on the model. The first thing to be decided is "How does the game start". CivX (menaing Civ1, Civ2, Civ3...) has a settler unit wandering around. If we take that approach, then it follows that we have to have a settler unit. The alternative is to have some people living in a fixed square, and start from there.
Some pros and cons:
1. Settler unit.
In favour is the fact that the player has extra choices, and can decide to start the civilization in the preferred terrain or position. It also gives the possibility, later in the game, of creating settler units and having a directed migration or colonization. Also the system does not exclude the method of colonization by diffusion.
Against is the fact that we have a rather odd unit added to the game.
In passing, I do not think that the settler unit should be militarily helpless. If you attacked 5000 migrating huns, you wouldn't expect them to just lie down and die.
2. Fixed possition.
In favour is the fact that the mechanism is simple.
Against is the reduction of options.
Personally I prefer option 1.
Settler units should have the option of being mono-ethnic, and have the possibility of being spontaneously created, and not necessarily under the control of the originating civilization.
As far as diffusion is concerned, any empty or sparsely populated square which is not owned, and which is adjacent to a square owned by a civilization is fair game, and will be colonized, if there is surplus population to do it, and added to the province of the adjacent square. If there is a choice of provinces, add to the province whose centre of gravity is nearest to the capital.
Cheers
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Mark_Everson
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Canton, MI
Jan 1970 time: 00:17
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Hi Gary:
Well, I can't see how it could possibly take several weeks to autogenerate provinces. We are not sending Actual people to those provinces, just pretend ones, and their standards for the attractiveness of a place to move into are a bit lower.
For dividing a map into provinces I would think a simple approach would work fairly well. Start at a point that is on a coast or on the border with an existing province. Everything within X ticks of movement by infantry is in province 1. (Picking X so you typically get 10-25 squares.) Rinse and repeat till done. There are of course a few details, like working out around a given province completely before continuing so that you don't get a lot of little few-square provinces. Estimated coding time 3 hours max. If you wanted to get cuter, you could take any annoying bitty provinces that ended up at the edges and have adjacent larger provinces donate 5 or so squares to make the appearance better. I'm not saying that this would be the final way to do it, but it would IMO be sufficient for a good long time.
However, there is a big flaw in the autogenerated provinces idea that I thought of shortly after my previous post. It would work fine for a single civ, but one could easily imagine collisions between two civs trying to populate the same hunk 'o' real estate. And having a minute number of settlers of the first civ to get there being able to have a lock on a big hunk of territory is just too silly to contemplate. (If troops are 'holding the fort' then it seems reasonable.) For now anyway your idea seems a good way to proceed since I've shot down my own favorite . I do think that once a province gets past a certain size that migrating people should start a new one. The size could be of order 20 squares or so for now.
I had always assumed that there would be certain limitations on province size based on transportation and communication technologies and infrastructure. But I suspect implementing those restrictions, provided there's sufficient agreement that they're the way to go, are best left for another day. I will provide a reference to where it's discussed if there's interest.
My statement about missing opportunities with square-by-square migration was meant to echo what I said to LGJ on the topic like six posts above. Specifically, I don't think you can do square-by-square migrations using just adjacent squares, and get anything like real-life behavior. By-square would mean migrations would stop any time you run into a strip of water, mountains, or desert. People are not that easily deterred. If migrations were handled by province-sized areas, then small intervening patches of "dead" area wouldn't shut things down.
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Gary Thomas
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New Zealand
Mar 2001 time: 17:17
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In general I agree with LGJ's approach (mainly because it is the same as mine).
There seems to be a difference of opinion on the place of provinces. I know, Mark, that you are busy hard coding the economics model with provinces as a specific kind of ecomony. The administration system is general, and doesn't give any special values to the second level up (the one above map-square) because I always had the notion that a player (or AI) might find it useful to add districts, below provinces, or vice-royalties, above provinces. So I tried to make it general. I sort of assumed that the same approach would follow in the economics.
Anyway, I still regard provinces as an administrative decision, made by each civilization, not as enduring entities outside the control of the player or the AI. So, if a player chooses to have a single province for their whole civilization, they can do so. Alternatively, if they want each province to be a single square, they can do so.
As far as the colonization by diffusion is concerned, I would suggest that newly colonized squares are in a position where they have no actual administration (they can be called, collectively, the Marches), until the owning civilization assigns them to a province. Such squares are notionally "owned" bu do not contribute in any way to the economy of the civilization, until claimed.
I have been consistently against the notion of hard-wired provinces.
Another factor is that there should be migration within a civilization also. If some people from a square leave to colonize the next square, some of the loss would be compensated by movement from deeper in the civilization.
It is pretty important to realize that the population don't give a damn about what province they are in, and their movements will not be influenced by that. Since population is recorded at the square level, all this kind of migration is very easily handled.
As far as crossing rivers, mountains, deserts or seas, one must interpret the expression "adjacent square" in a relaxed fashion. It will be extremely easy to develop an algorithm to cover this.
Cheers
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Mark_Everson
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Canton, MI
Jan 1970 time: 00:17
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Hi Gary:
Well, we do seem to get ourselves into quite a variety of interesting circumstances between our respective assumptions and preferences... 
quote: Originally posted by Gary Thomas
In general I agree with LGJ's approach (mainly because it is the same as mine). |
And I disagree with him for similar reasons. And LGJ, I can just wonder who you'll side with!
quote: There seems to be a difference of opinion on the place of provinces. I know, Mark, that you are busy hard coding the economics model with provinces as a specific kind of ecomony. The administration system is general, and doesn't give any special values to the second level up (the one above map-square) because I always had the notion that a player (or AI) might find it useful to add districts, below provinces, or vice-royalties, above provinces. So I tried to make it general. I sort of assumed that the same approach would follow in the economics. |
Well, I don't know of a good solution for this. But I am now seriously thinking of just keeping the economy at the MapSquare level. By the time we have all the infrastructure kept track of at the square level the advantages of handling things by province are less than I originally thought. The only thing I might do at a higher level (according to my thinking of this moment) might be merchants. Perhaps to handle the general problem of administrations not knowing what things are handled at what level, one could have a set of globals that say what levels which things are handled at. These could be read in from xml. I have to admit that having the models being able to do what they need to do takes precedence in my mind over keeping the administration stuff super-flexible.
quote: Anyway, I still regard provinces as an administrative decision, made by each civilization, not as enduring entities outside the control of the player or the AI. So, if a player chooses to have a single province for their whole civilization, they can do so. Alternatively, if they want each province to be a single square, they can do so. |
Yep, and I still regard them otherwise. I think the "a single province for their whole civilization" idea that you want is undesirable for the following reasons:
1. If the economy is at province level then in the case of the old British Empire the productive capacity of a globe-spanning power could be used to flash-build tons of military units in, say, Auckland. This is also true if we have a square-level economy and military unit production is pooled at the province level as it is now.
2. The government model has embedded in it the assumption that there will be my sort of province AFAIK. All this talk of distance of provinces from the capital in the main govt doc, section VIII. "Administrating the Empire". If there is one whole-civ province that won't work. I think there are other issues for the govt model, but I'm running out of time, so I'll let Rodrigo speak for himself.
3. I think that unless Nothing in the game is actually done at the province level, there will be varying game results by size of the province that we would need special rules to work around with your approach. Whereas at least with a defined lid on province size (that could change with technology and infrastructure) there would be a limit on the damage that needed to be controlled.
The single-square limit on the small side for provinces doesn't bother me. Its the single-province Mongol Empire that makes me shudder. All the above said, to reduce micro-management I wouldn't have the province size cut-off be too sharp. But past the limit I think small negative effects (the governor is 300km away) should start to accumulate, meaning the player would probably Eventually want to split a province that "too big" (too big by my definition of course).
quote: As far as the colonization by diffusion is concerned, I would suggest that newly colonized squares are in a position where they have no actual administration (they can be called, collectively, the Marches), until the owning civilization assigns them to a province. Such squares are notionally "owned" bu do not contribute in any way to the economy of the civilization, until claimed. |
Thanks for trying to be accomodating, but I liked your earlier suggestion better. Seems to me this approach just will require moderately large amounts of micro-management. But I'm not against trying it, since it wouldn't take much to give it a test run and see what everyone including me thinks. And the micro-management wouldn't be too bad for anything we're likely to do in the future.
quote: I have been consistently against the notion of hard-wired provinces. |
Well, I don't have much desire for them either... I was just trying to save a pet idea!
quote: It is pretty important to realize that the population don't give a damn about what province they are in, and their movements will not be influenced by that. Since population is recorded at the square level, all this kind of migration is very easily handled. |
I agree with this at a theoretical level. But am worried about clock cycles etc. But plenty of time for that later.
quote: As far as crossing rivers, mountains, deserts or seas, one must interpret the expression "adjacent square" in a relaxed fashion. It will be extremely easy to develop an algorithm to cover this. |
Agreed, but that is where a combinatorial explosion can begin... But since you're doing the work, go ahead and give it a shot. We can always change it later if it doesn't work out.
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Gary Thomas
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New Zealand
Mar 2001 time: 17:17
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quote: Well, I don't know of a good solution for this. But I am now seriously thinking of just keeping the economy at the MapSquare level. By the time we have all the infrastructure kept track of at the square level the advantages of handling things by province are less than I originally thought. | I agree with this approach, provided micromanagement is minimized. In particular, I do not feel that government orders are properly part of the economic model. Implementing them may be, but issuing them is a government matter, imposed on the economy.
quote: I think the "a single province for their whole civilization" idea that you want is undesirable | I don't want that, but it should be an available option. There ought, however, to be a parameter indicating the dispersion of every province, with crippling handicaps if it gets too big. If you say "no, you cannot have your whole civilization in one province" you invite the reply "but I only have one square, how do I split it?".
On the other hand, I feel that too small a province should also be handicapped by a lack of scale advantage, as well as the cost of multiple administrations.
You note here that I use the word "handicap", not "forbidden".
quote: But am worried about clock cycles etc. | Wow, is that out of character!
On another tack (the implementation approaches) we have to decide on what creates a city, as opposed to an inhabited square.
Cheers
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Gary Thomas
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New Zealand
Mar 2001 time: 17:17
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quote: Settlers, since they would be mil units could have defense and even small attack value. Certainly settlers in the US had non-neglibile attack strength. Also settlers being a mil unit has other benefits. To escort settlers, you'd just make 'em part of a TF with one or more 'normal' mil units. | I assumed that the settler units would be armed. The settlers in the US were hugely smaller than a Clash unit of around 5000 people. For our purposes they are better simulated by option 3, since the settlement took place as a very large number of quite small units, this, in effect, is diffusion.
I do not know of any case where a unit sized (5000) settling effort was ever intercepted or destroyed en route, so providing for that possibility is pointless.
My preference is for option 3, on the grounds of reducing non-productive micromanagement.
quote: Unless only nomads are allowed them, definatly not A. | What do you mean by A?
quote: What do you mean by #3? | The teleport option just plants the settlers in the target square at some point after the decision to build the colony is made. There is no actual unit to move.
On another related topic, as far as I am aware, every directed colonization of this type involved founding a city at the site of the colony. I propose that we do that also.
Cheers
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Mark_Everson
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Canton, MI
Jan 1970 time: 00:17
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Hi Gary:
quote: Originally posted by Gary Thomas
My preference is for option 3, on the grounds of reducing non-productive micromanagement. |
But didn't you Need a settler unit for your preferred kind of start? And also, on keeping things Simpler, I think a Settler approach (just for initial settling of a province) will be both more gratifying for the player, and more intuitive. I think this is the sort of micromanagement that people actually Like (provided it doesn't need to be done more than a score of times in a given game). But since you're doing the work if 3 is where you really want to go, I've got no problem with it.
quote: On another related topic, as far as I am aware, every directed colonization of this type involved founding a city at the site of the colony. I propose that we do that also. |
Well, there are cities and there are Cities. As I put forward in the other thread, only big cities should count on the Clash scale, or every square on the Italian peninsula would be a city... But I have no objection with trying it your way and seeing how it turns out. Certainly gives us a way to create cities with minimal overhead.
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