Fractal Softworks Forum

Starsector => General Discussion => Blog Posts => Topic started by: Alex on November 19, 2017, 12:12:33 PM

Title: Population Growth
Post by: Alex on November 19, 2017, 12:12:33 PM
Blog post here (http://fractalsoftworks.com/2017/11/19/population-growth/).
Title: Re: Population Growth
Post by: TheBawkHawk on November 19, 2017, 01:13:34 PM
This is awesome! I don't know if it's been said before, but I noticed that you're able to develop a Luddic colony? If we have high enough standing with a faction, will we be able to create colonies for them instead of it being the player faction? As well, if I create a colony in the player faction, will I be able to sell that colony to a faction? If it hasn't been discussed or mentioned yet I think that would be quite an interesting play style, setting up colonies and selling them off to the highest bidder.
Title: Re: Population Growth
Post by: Gothars on November 19, 2017, 01:22:16 PM
Interesting!

If migration is the main driver of market growth, does that mean that growing markets typically stall the growth of surrounding markets by luring their population away?

Can you go about this actively, for example by blocking food from reaching a neighboring market, so that their pops migrate toward your own colony?


Btw, isn't "time until next market size is reached at current rate" usually more interesting to the player than "population growth in percent"? The latter is useful when comparing colony performance in an abstract way, the former tells you the more tangible info how long you have to wait to get new options.
Title: Re: Population Growth
Post by: Megas on November 19, 2017, 01:34:34 PM
I hope this is the start of support for official, vanilla Nexerelin (kill'em all) style games, instead of relying on Nexerelin to do said conquest or destruction.

Yes, I eventually get tired of playing lapdog to a major faction.  Time for my character to be a new major faction, or at least wield the power of one (despite not being recognized as a major faction).
Title: Re: Population Growth
Post by: Alex on November 19, 2017, 01:56:58 PM
This is awesome! I don't know if it's been said before, but I noticed that you're able to develop a Luddic colony?

Well, in the current dev build, you can manage markets belonging to other factions, so I'm just taking screenshots at all sorts of core markets, for color variety.

If we have high enough standing with a faction, will we be able to create colonies for them instead of it being the player faction? As well, if I create a colony in the player faction, will I be able to sell that colony to a faction? If it hasn't been discussed or mentioned yet I think that would be quite an interesting play style, setting up colonies and selling them off to the highest bidder.

Maybe? It's all stuff I'm thinking about to various degrees (perhaps less about selling colonies as a playstyle, specifically), but I really can't say right now.

If migration is the main driver of market growth, does that mean that growing markets typically stall the growth of surrounding markets by luring their population away?

It's not a zero-sum game (for much the same reasons the economy isn't - needs to be comprehensible and run in reasonable time, performance-wise), so as it stands: no.

Can you go about this actively, for example by blocking food from reaching a neighboring market, so that their pops migrate toward your own colony?

Not in the base system, but I could see this sort of thing working as "events" coded on top of it - i.e. if there's a food shortage, there's a chance of a migration from the affected world going somewhere else. I think this'll depend on how it feels to play to begin with and whether outpost management will need more active things to do to interact with.

Btw, isn't "time until next market size is reached at current rate" usually more interesting to the player than "population growth in percent"? The latter is useful when comparing colony performance in an abstract way, the former tells you the more tangible info how long you have to wait to get new options.

Hmm. Time is harder to evaluate as being good or bad, though. And if the rate is negative, then it won't tell you anything about how negative it is, it'd just be "infinity" regardless. There's a progress indicator under the "population" infrastructure showing the current percentage, and I think the arithmetic involved isn't too much to ask, at least to the low level of exactness that's needed.

I hope this is the start of support for official, vanilla Nexerelin (kill'em all) style games, instead of relying on Nexerelin to do said conquest or destruction.

I'd imagine so, I mean establishing outposts pretty much means "your own faction", and being able to get into conflicts with other factions on a more even footing at that point seems like a very natural progression.
Title: Re: Population Growth
Post by: PCCL on November 19, 2017, 02:55:17 PM
From this post (admittedly specifically about population growth), it seems like the natural progression for outposts/colonies/markets is to get bigger.

Is this necessarily the case? Is there a place in the game for small and mean installations, research installations, shipyards, or hideouts that are ran more like a military base than a civilian society?
Title: Re: Population Growth
Post by: Alex on November 19, 2017, 03:24:56 PM
Is this necessarily the case? Is there a place in the game for small and mean installations, research installations, shipyards, or hideouts that are ran more like a military base than a civilian society?

To some degree, though the way the mechanics are, there's only a bit of benefit to having a smaller market, which is naturally higher stability. But, I mean, a smaller shipyard is going to be worse than a bigger one, and likewise for most other industries.

Something that might make sense is a small mining operation on a high-hazard but rich world - it doesn't need to be big due to the bonuses from the resource deposits, and it won't really get bigger w/o investment due to the high hazard rating. Though if it did get bigger, it'd be mostly upside.
Title: Re: Population Growth
Post by: Nanao-kun on November 19, 2017, 03:26:53 PM
We love you Alex.

Man, I can't wait to see all this in action. Still quite a ways off though, I suppose.
Title: Re: Population Growth
Post by: Alex on November 19, 2017, 03:33:47 PM
We love you Alex.

:D

Man, I can't wait to see all this in action. Still quite a ways off though, I suppose.

Yeah, it kind of is - still not something I'm able to even playtest on my end, far too many large missing pieces. Still, it really does feel like it's coming together. A few content things I'm super excited about adding, too, but :-X on that.
Title: Re: Population Growth
Post by: PCCL on November 19, 2017, 03:40:56 PM
Guess what I'm asking is, if I want to say run a small military hideout where everyone on board is under my employ, and it acts as a storage facility, mining operation, or shipyard with no/little civilian presence, is that possible?
Title: Re: Population Growth
Post by: Alex on November 19, 2017, 03:58:04 PM
Guess what I'm asking is, if I want to say run a small military hideout where everyone on board is under my employ, and it acts as a storage facility, mining operation, or shipyard with no/little civilian presence, is that possible?

Well, I guess how you choose to think of a size-3 or size-4 market with a negative/negligible growth rate and high stability is up to you!

I don't think I'm quite getting the question. If it's in the spirit of "I want to do it for RP reasons", then the above answer applies. If not, could you elaborate?
Title: Re: Population Growth
Post by: bowman on November 19, 2017, 04:13:05 PM
I think what he is referring to may be the ability to make a colony that doesn't naturally trade with other colonies or otherwise grow/take immigrants (because everyone is actually employed by the player at that outpost rather than just living there and working). I may be wrong though.
Title: Re: Population Growth
Post by: PCCL on November 19, 2017, 04:28:23 PM
Eh, I guess part of me hoped hired employees would be differentiated from immigrants, but I can be convinced they're the same thing under the hood.

Yeah, it's mostly an RP thing, but I do like my RP to have certain gameplay implications
Title: Re: Population Growth
Post by: Alex on November 19, 2017, 05:01:20 PM
Eh, I guess part of me hoped hired employees would be differentiated from immigrants, but I can be convinced they're the same thing under the hood.

Yeah, it's mostly an RP thing, but I do like my RP to have certain gameplay implications

Aha, right - the "higher stability for smaller markets" actually is meant to simulate that, among other things. The party in charge of the market has more control over smaller markets (thus higher stability) due to a larger proportion of the population being employed by it, etc.
Title: Re: Population Growth
Post by: PCCL on November 19, 2017, 05:11:00 PM
in the same vein, is there/can there be an option to cap immigration?
Title: Re: Population Growth
Post by: Histidine on November 19, 2017, 06:07:02 PM
"We need more recreational drugs to attract immigrants and stimulate population growth!" makes me giggle inside each time.

This is awesome! I don't know if it's been said before, but I noticed that you're able to develop a Luddic colony?

Well, in the current dev build, you can manage markets belonging to other factions, so I'm just taking screenshots at all sorts of core markets, for color variety.
Nexerelin-related request: Could we get API controls (on a per-market basis) for that? So a player could get authority over markets as they advance in standing with the faction.
Title: Re: Population Growth
Post by: Alex on November 19, 2017, 06:31:17 PM
in the same vein, is there/can there be an option to cap immigration?

Haven't exactly decided - there's some potential for adding a "close immigration" option, but I'd like to make sure it's not mechanically just a trap option if I do that.

"We need more recreational drugs to attract immigrants and stimulate population growth!" makes me giggle inside each time.

Well, it makes sense, right? Gets a bad reputation among the miners and all that :) "Not a bad place all things considered, but the price of crash is waaaay too high."

Nexerelin-related request: Could we get API controls (on a per-market basis) for that? So a player could get authority over markets as they advance in standing with the faction.

Yep - there's already MarketAPI.set/isPlayerOwned(). Keeping my options open as far as what commissions might do, which is right in line with what you're looking for here.
Title: Re: Population Growth
Post by: orost on November 20, 2017, 02:45:12 AM

If we have high enough standing with a faction, will we be able to create colonies for them instead of it being the player faction? As well, if I create a colony in the player faction, will I be able to sell that colony to a faction? If it hasn't been discussed or mentioned yet I think that would be quite an interesting play style, setting up colonies and selling them off to the highest bidder.

Maybe? It's all stuff I'm thinking about to various degrees (perhaps less about selling colonies as a playstyle, specifically), but I really can't say right now.


High-level, long-term mission where you are tasked with creating a colony matching specific criteria and handing it off to a faction? I don't know if it fits with your mechanics but it sounds awesome in my head.
Title: Re: Population Growth
Post by: HELMUT on November 20, 2017, 04:04:10 AM

If we have high enough standing with a faction, will we be able to create colonies for them instead of it being the player faction? As well, if I create a colony in the player faction, will I be able to sell that colony to a faction? If it hasn't been discussed or mentioned yet I think that would be quite an interesting play style, setting up colonies and selling them off to the highest bidder.

Maybe? It's all stuff I'm thinking about to various degrees (perhaps less about selling colonies as a playstyle, specifically), but I really can't say right now.


High-level, long-term mission where you are tasked with creating a colony matching specific criteria and handing it off to a faction? I don't know if it fits with your mechanics but it sounds awesome in my head.

While it sounds good, i'm a bit worried about possible performance issues. I guess the player will be limited (through skills?) to only a few outposts. However i can't imagine a limit when it comes to selling them, and that's potentially dozen of new markets in the sector during a long campaign, now in the AI's possession. The sector economy and our computers might not like that.

Now it'll only be a real problem depending on how quick and easy the player can build and sell a new outpost. If it takes forever to screw the game, well, i'd say it works well enough.

Unrelated :

Quote
For example, a habitable world will attract more members of the Luddic Church, a Commerce industry will attract some Tri-Tachyon-aligned population, a “free port” condition will attract pirates, and the use of AI cores may attract other parties.

Not sure that last part will be amount immigration somehow.
Title: Re: Population Growth
Post by: Megas on November 20, 2017, 05:20:25 AM
If the only penalty to using cores is angry factions (e.g., Luddic Covens and Cults), then it is high time to purge those factions from the sector.  Something I would do anyway since my endgame goal is complete sector domination (i.e., destroy all factions).

On the other hand, if using cores risks them going rogue and turning your colony into a Remnant battlestation, then using them would be useful only out of desperation... or if I get bored and want more Remnants to fight (especially if I killed them all previously).

Hmmm... that would be something to do too.  I need to pick a fight with Remnants, but I already killed their battlestations?  No problem, I will build one and let it go rogue on purpose so I can resurrect the item farm (of plasma cannons, HVDs, Atropos, LPCs, and more cores).  Currently, I do not destroy battlestations because farming their infinite ships for infinite loot is much more useful.  Do not want to kill the golden goose.
Title: Re: Population Growth
Post by: orost on November 20, 2017, 06:00:19 AM
While it sounds good, i'm a bit worried about possible performance issues. I guess the player will be limited (through skills?) to only a few outposts. However i can't imagine a limit when it comes to selling them, and that's potentially dozen of new markets in the sector during a long campaign, now in the AI's possession. The sector economy and our computers might not like that.


I was under the impression that the number of markets will be a non-issue for performance in the new version with the economy rewrite.
Title: Re: Population Growth
Post by: gotry on November 20, 2017, 06:55:25 AM
Does the pop system track emigration numbers, or do pops just die if there are negative growth factors? What about refugee populations?

I really enjoy the style of run-down, reclaimed and hastily repailed that goes with the idea of being a refugee in space on some derelict station. It'd be cool to see some sort of a population dynamic etc tied with small, transiently inhabited stations popping up and disappearing as refugees move. Maybe tied with early game trading to supply their limited needs or something.
Title: Re: Population Growth
Post by: Gothars on November 20, 2017, 06:56:28 AM
Can you pack a transport ship full of crew and them debark them on your colony to grow it manually? For a size 3 or 4 market that should theoretically have a major influence :)



Can you tell us more about the "later fun things" that can come out of tracking the population composition? An influence on resource output (Hegemony pops are better industry workers, Luddites are better farmers etc.)? Or more like "unrest if you have a majority stemming from a faction you are at war with", with a chance of revolutions and stuff like that?

If populations have distinct faction-specific attitudes and/or skills, can the player faction also (eventually) have pops with a distinct culture that influences these parameters?





Title: Re: Population Growth
Post by: Clockwork Owl on November 20, 2017, 07:07:43 AM
Can market conditions emerge or disappear dynamically? I mean, with population composition being tracked(although vague), I can see something like Organized Crime, Luddic Majority etc coming up as the outpost grows. As well as market conditions affecting the compositions(Does it already do that?).
Title: Re: Population Growth
Post by: Alex on November 20, 2017, 09:16:24 AM
While it sounds good, i'm a bit worried about possible performance issues. I guess the player will be limited (through skills?) to only a few outposts. However i can't imagine a limit when it comes to selling them, and that's potentially dozen of new markets in the sector during a long campaign, now in the AI's possession. The sector economy and our computers might not like that.

I was under the impression that the number of markets will be a non-issue for performance in the new version with the economy rewrite.

Yeah, I'm not sure. I mean, filling up the entire Sector with outposts would definitely cause problems, while something like doubling the core world amount shouldn't, but where in between is the boundary? It's hard to say without doing a bunch of testing.


Does the pop system track emigration numbers, or do pops just die if there are negative growth factors? What about refugee populations?

Neither, I think? It just tracks a percentage towards the next size up.

I really enjoy the style of run-down, reclaimed and hastily repailed that goes with the idea of being a refugee in space on some derelict station. It'd be cool to see some sort of a population dynamic etc tied with small, transiently inhabited stations popping up and disappearing as refugees move. Maybe tied with early game trading to supply their limited needs or something.

I could see that sort of thing as a standalone mission, maybe. But with the core worlds being relatively close together, there's not much space in-between for transient stations etc.


Can you pack a transport ship full of crew and them debark them on your colony to grow it manually? For a size 3 or 4 market that should theoretically have a major influence :)

Hmm, not as things stand. Could be a fun thing to do, but it also sounds like the sort of hacky one-off that might make things difficult in the long run. E.G. you might feel forced to keep buying up crew to bring to your outposts, there might be exploits related to buying up crew *from your own outpost* to put back in, etc. Probably wouldn't make much difference for size 4 and up, too, since we're dealing with 100k+ populations.

Can you tell us more about the "later fun things" that can come out of tracking the population composition? An influence on resource output (Hegemony pops are better industry workers, Luddites are better farmers etc.)? Or more like "unrest if you have a majority stemming from a faction you are at war with", with a chance of revolutions and stuff like that?

Most of those are on the table, actually! The general idea is that population composition (plus other factors) can lead to your markets getting specific conditions, which may be harmful or beneficial. I've got a running list of conditions I'd like to put in, but haven't gotten to actually implementing that yet.

Some I'm more excited about than others - I mean, a farming bonus is neat RP-wise, but it's just a stat bonus. An example somewhere in the mid-to-high tier of my excitement level (spoilered because 1) spoilers and 2) the mechanics could change entirely, and in fact this is not at all  guarantee that the thing involved would work exactly like that, but something probably will):
Spoiler
Let's say you've had a "free port" for a long time, but eventually decide to clamp down - need that stability. A few months later, "organized crime" pops up, and pirates start preying on shipping. You track some of them back to a nearby system, which has an established pirate base. It's too strong to take head on immediately, so you spend some time picking off fleets and attacking important installations on the fringes and eventually take on their remaining fleets guarding the pirate station.

... or, you make some sort of deal with the local crime boss.
[close]

So, something like that. Ideally, I'd like for the negative conditions to have resolutions that drive you towards combat gameplay and not shuffling numbers around. That's not to say everything will be like that - for some things like "general unrest in the population" it might not make a lot of sense - but that's what I think would add the most to the gameplay.


If populations have distinct faction-specific attitudes and/or skills, can the player faction also (eventually) have pops with a distinct culture that influences these parameters?

I don't think so. Heck, I don't think every faction is going to have these kinds of attitudes in the first place. The Luddic Church/Path/etc will, since it's less "faction" and more "culture". Pirates/criminals will, because, well - not so much "culture", but certainly a different set of attitudes. Your average Hegemony citizen isn't much different from a Tri-Tachyonite or an independent, though - most of the differences there are at the top.


Can market conditions emerge or disappear dynamically? I mean, with population composition being tracked(although vague), I can see something like Organized Crime, Luddic Majority etc coming up as the outpost grows. As well as market conditions affecting the compositions(Does it already do that?).

I think the above mostly answered that, but yeah. And yes to conditions affecting the compositions as well, e.g. good farmland will attract more luddics.
Title: Re: Population Growth
Post by: SCC on November 20, 2017, 02:43:42 PM
Starsector: The 4x edition!

From this post (admittedly specifically about population growth), it seems like the natural progression for outposts/colonies/markets is to get bigger.

Is this necessarily the case? Is there a place in the game for small and mean installations, research installations, shipyards, or hideouts that are ran more like a military base than a civilian society?
If it was up to me, I'd say that outposts with less roles would naturally be smaller - very rich planet with no other modifiers would make a profitable mining outpost, but it would remain small because not much people like to live here (it's inconvenient), whereas a world with 2 or 3 sparse resource modifiers would over time grow larger, even though immediately it would be much less profitable.
Title: Re: Population Growth
Post by: King Alfonzo on November 20, 2017, 02:53:31 PM
So, we know that market size can go up, and there's a hard lock to prevent it going down. But is there a way for modders to cause a reduction in market size? For instance, if there was a custom event like an Imperial Siege, or a Dickerson Pirate Raid, or a Templar Crusade, or if some lunatic grabbed a TITAN and dropped it on a market.
Title: Re: Population Growth
Post by: FooF on November 20, 2017, 06:37:13 PM
So, we know that market size can go up, and there's a hard lock to prevent it going down. But is there a way for modders to cause a reduction in market size? For instance, if there was a custom event like an Imperial Siege, or a Dickerson Pirate Raid, or a Templar Crusade, or if some lunatic grabbed a TITAN and dropped it on a market.

The blog post implies that progress toward growth can be negative/lost but actual market size cannot. With the scale being logarithmic, I understand that to lose market size would be equivalent to losing 90% of a given population (more like an extinction-level event), but hey, it's a brutal Sector out there. Blockades/sieges, WMD attacks, espionage that results in mass riots and civil war, etc. would be interesting. Size 4 markets dropping to Size 3 doesn't sound like too much of a stretch though I admit size 8 dropping to size 7 would result in a great disturbance in the Force.
Title: Re: Population Growth
Post by: Megas on November 20, 2017, 07:22:42 PM
Player docks at the take-out of his modestly-sized McStation with his endgame fleet.  Player yells "I need 3,000 or so crew for my death fleet, plus a side order of coke and fries, now!"  McStation has a few hundred people or so left after player leaves for his latest raid on the dungeon world.
Title: Re: Population Growth
Post by: Draba on November 21, 2017, 01:44:01 AM
Would making markets being able to shrink cause too much volatility? I think if it needed a really long time in bad conditions it'd be an interesting dynamic.
Since smaller markets have naturally better growth modifiers removing more than 1-2 pips from core worlds could be very hard anyway.
Title: Re: Population Growth
Post by: Linnis on November 21, 2017, 01:53:57 AM
Wow so much excite! ! !

I am always thinking about how this station economy will tie into the end game. I mean in nex mod we can roll around in a death fleet taking on almost 4-5 250 point fleets in a row and end up with positive supply gain.

Will they be worth the investment? How will they contribute?


Also lore wise how will this work for a player to have so many worlds and stations at their beck and call? Are we an military dictator, or some kind of mega corporation ceo with alot of influence. Will these choices affect our outposts and how much control we have? Will our outposts revolt?
Title: Re: Population Growth
Post by: Alex on November 21, 2017, 09:29:00 AM
If it was up to me, I'd say that outposts with less roles would naturally be smaller - very rich planet with no other modifiers would make a profitable mining outpost, but it would remain small because not much people like to live here (it's inconvenient), whereas a world with 2 or 3 sparse resource modifiers would over time grow larger, even though immediately it would be much less profitable.

You know, that sort of thing might happen naturally - the player might have more incentive to invest in growing the larger/sparser world vs the smaller rich one, since that might be overkill. Could also have some sort of minor immigration bonus based on the total number of industries and installations - that might make sense, but really want to see how it plays before adding in too many things.


So, we know that market size can go up, and there's a hard lock to prevent it going down. But is there a way for modders to cause a reduction in market size? For instance, if there was a custom event like an Imperial Siege, or a Dickerson Pirate Raid, or a Templar Crusade, or if some lunatic grabbed a TITAN and dropped it on a market.

Yes, absolutely, a mod can do that easily.


The blog post implies that progress toward growth can be negative/lost but actual market size cannot. With the scale being logarithmic, I understand that to lose market size would be equivalent to losing 90% of a given population (more like an extinction-level event), but hey, it's a brutal Sector out there. Blockades/sieges, WMD attacks, espionage that results in mass riots and civil war, etc. would be interesting. Size 4 markets dropping to Size 3 doesn't sound like too much of a stretch though I admit size 8 dropping to size 7 would result in a great disturbance in the Force.
Would making markets being able to shrink cause too much volatility? I think if it needed a really long time in bad conditions it'd be an interesting dynamic.
Since smaller markets have naturally better growth modifiers removing more than 1-2 pips from core worlds could be very hard anyway.

Right - it'd take quite some doing, if it happens at all. I might end up adding an event for that (rather than it being in the course of "normal" growth mechanics)... hmm.


Wow so much excite! ! !

!!!

I am always thinking about how this station economy will tie into the end game. I mean in nex mod we can roll around in a death fleet taking on almost 4-5 250 point fleets in a row and end up with positive supply gain.

Will they be worth the investment? How will they contribute?

At a base level, they'll provide you with a steady income of credits (unless you *really* muck it up - the credit income should vary from "some" to "a lot", rather than from "bleeding money out" to "some".) Beyond that, they may enable you to do certain things qualitatively that you might not be able to do with just a fleet, at least without a lot of difficulty, but I'm not ready to talk about that in detail.


Also lore wise how will this work for a player to have so many worlds and stations at their beck and call? Are we an military dictator, or some kind of mega corporation ceo with alot of influence. Will these choices affect our outposts and how much control we have? Will our outposts revolt?

More or less up to you in how you want to imagine it, but in terms of policies etc, more or less what you see in the current market management screen. I definitely don't want to give the player too-detailed control over the outposts - e.g. setting tax rates and such - since even with 3 or 4, that could become a chore.

On a sort of related note, when you establish an outpost, there's no "Open Market" available. If you add a "Commerce" industry - which adds to the outpost's baseline income, and represents independent trade, i.e. not controlled by you directly - you get an "Open Market" you can trade with, with tariffs and all that. Of course, you also have some direct access to the outpost's resources via a new "Local Resources" submarket.

(Re: revolts and such, I'd expect the game would react to different player behaviors in different ways, but the extent of that remains to be seen. For example, if you've got a Luddic Majority and go to war with the Church, some kind of blowback would be expected...)
Title: Re: Population Growth
Post by: WastedAlmond on November 21, 2017, 12:55:49 PM
As a huge scifi fan, I really need to know. Will marines be able to find a purpose in this brave new world?

It'd be nice if we could "solve" problems in our own outposts by dumping a lot of marines in there to provide some law and order.That being said marines would be cooler if they had more roles than just... "peacekeeping".  :P

What I'd wish for in the pipiest of pipedreams, is the ability to deploy marines into combat against "key points" on settled planets. This combined with a massive orbital fleet battle would lead to occupation of the planet if successful, and total war with the faction of course. The keypoints could be a list of things generated from the market itself, with size and infrastructure affecting how many and what keypoints there are. A military base would need tons of marines, and maybe some other fleetbased elements(ships?) to neutralize, while a factory would need relatively few. Then the nature of the orbital battle would depend largely on what and how much of the enemy assets you can neutralize with the marines at hand. /endspazout

More realistically, it would be nice if marines played some fleetbased role in or before combat, like a force multiplier versus stations or something. Smashing a pilotable boarding ship/pod into the station to cause some random malfunctions in various systems, as the marines rampage inside would be cool and useful, while remaining expensive (marine casualties and heavily damaged or one use boarding ship).

Guess my spacemarine rant keeps on going, I'll stop now :-X
Title: Re: Population Growth
Post by: Alex on November 21, 2017, 01:13:11 PM
There are some plans to make marines useful, but I'll have to refrain from detailed comment for now, since I don't know exactly how it'll pan out :)

I will say that in general, I'd like things on planets to only be detailed to the degree that they tie into things that happen in space. Stuff like attacking specific installations etc, in my opinion, veers dangerously into "mini-game" territory.
Title: Re: Population Growth
Post by: Sendrien on November 21, 2017, 04:29:10 PM
There are perhaps 3 unreleased games capable of making me physically giddy in anticipation, and this is one of them. And it keeps getting better. Please keep up this great work, Alex!

In the past, I've referenced the great potential for a Eureka discovery moment for a player who finds the rare Terran planet. Now, with the tools to colonize and build this planet, imagine how much more powerful that moment will be for a first time player realizing the possibilities for the first time!

Having played through the current iteration of the sandbox campaign, I do believe that planets -- even the named/colonized ones we all recognize -- lack identity. Then I think back to games like Stellaris and Endless Space 2 where a player might control hundreds of planets. Yet most of them feel distinct and recognizable. This is because when the planet was discovered, they were more than just a list of resources that could be mined from them. While your empire might have a dozen desert planets, they all feel distinct because those planets will have anomalies, characteristics, indigenous populations that set them apart from each other.

The goal, of course, is to be able to reproduce Eureka moments not only when discovering the holy grail Terran planet, but also when exploring less legendary planets. All the while giving them an anchor in the player's memory. Very clearly Starsector is not a 4X game like Endless Space, nor should it be. But giving planets their own unique anomalies forces a player to interact with each planet very differently, even if they are otherwise the same.

You're already half way there: magnetic rings, solar flares, and other things that affect the "terrain" near a planet gives great character. All that's missing now is the same kind of weird stuff ON the planet.

I can't wait for the next update!
Title: Re: Population Growth
Post by: Thaago on November 21, 2017, 04:51:30 PM
This looks amazing!

Any word on what installing an AI core does, or is that going to be a secret till gameplay? (Also I have my crude chemical based explosives ready and waiting.)
Title: Re: Population Growth
Post by: Megas on November 21, 2017, 05:30:47 PM
Any word on what installing an AI core does, or is that going to be a secret till gameplay? (Also I have my crude chemical based explosives ready and waiting.)
Did you see this link?
https://twitter.com/amosolov/status/925452837248782336
Title: Re: Population Growth
Post by: Alex on November 21, 2017, 07:00:41 PM
There are perhaps 3 unreleased games capable of making me physically giddy in anticipation, and this is one of them. And it keeps getting better. Please keep up this great work, Alex!
This looks amazing!

Thank you guys :)

Any word on what installing an AI core does, or is that going to be a secret till gameplay? (Also I have my crude chemical based explosives ready and waiting.)

Riiight, what Megas said. (Wait, ready for what?)

In the past, I've referenced the great potential for a Eureka discovery moment for a player who finds the rare Terran planet. Now, with the tools to colonize and build this planet, imagine how much more powerful that moment will be for a first time player realizing the possibilities for the first time!

Having played through the current iteration of the sandbox campaign, I do believe that planets -- even the named/colonized ones we all recognize -- lack identity. Then I think back to games like Stellaris and Endless Space 2 where a player might control hundreds of planets. Yet most of them feel distinct and recognizable. This is because when the planet was discovered, they were more than just a list of resources that could be mined from them. While your empire might have a dozen desert planets, they all feel distinct because those planets will have anomalies, characteristics, indigenous populations that set them apart from each other.

The goal, of course, is to be able to reproduce Eureka moments not only when discovering the holy grail Terran planet, but also when exploring less legendary planets. All the while giving them an anchor in the player's memory. Very clearly Starsector is not a 4X game like Endless Space, nor should it be. But giving planets their own unique anomalies forces a player to interact with each planet very differently, even if they are otherwise the same.

You're already half way there: magnetic rings, solar flares, and other things that affect the "terrain" near a planet gives great character. All that's missing now is the same kind of weird stuff ON the planet.

Hmm. I get what you're saying here, absolutely. Question, as I haven't played Stellaris - do the anomalies end up being more or less resource modifiers in the end? If so, can you put a finger on what makes them compelling?

For Starsector, I have some ideas about making certain systems and constellations more appealing/interesting based on what you discover; one of the concepts for finding stuff out in the fringes is it's supposed to mostly tie into outposts. That's not really visible in the current release because, well, no outposts - but I think you can sort of see parts of it, like Domain probes pointing you towards nice planets and remant systems having more ruins (which could be exploited by Tech-Mining).

For planets specifically, I wonder if it's just a question of having some more unique market conditions. E.G. if it's and ultrarich world, that's great, but it's not a lot of character. Even the same bonus presented in another way (say, "pre-collapse storage bunker") might change the feel enough, if you know there's only one of those in the entire Sector, if that. And if it had some specific effects/events tied into with it - happening later, say something being found in said bunker - well that'd just be gravy. This is sounding really neat, actually, going to make some notes.
Title: Re: Population Growth
Post by: Sendrien on November 21, 2017, 08:39:58 PM
Hmm. I get what you're saying here, absolutely. Question, as I haven't played Stellaris - do the anomalies end up being more or less resource modifiers in the end? If so, can you put a finger on what makes them compelling?

For Starsector, I have some ideas about making certain systems and constellations more appealing/interesting based on what you discover; one of the concepts for finding stuff out in the fringes is it's supposed to mostly tie into outposts. That's not really visible in the current release because, well, no outposts - but I think you can sort of see parts of it, like Domain probes pointing you towards nice planets and remant systems having more ruins (which could be exploited by Tech-Mining).

For planets specifically, I wonder if it's just a question of having some more unique market conditions. E.G. if it's and ultrarich world, that's great, but it's not a lot of character. Even the same bonus presented in another way (say, "pre-collapse storage bunker") might change the feel enough, if you know there's only one of those in the entire Sector, if that. And if it had some specific effects/events tied into with it - happening later, say something being found in said bunker - well that'd just be gravy. This is sounding really neat, actually, going to make some notes.

Between Endless Space 2 and Stellaris, discovery of anomalies is not limited to resource modifiers, although who doesn't like these! Often times, they are mini-events, like finding a derelict precursor ship containing ancient technology, being ambushed, or even full-fledged quest lines where the trigger is the discovery of an anomaly on the planet. Using something from Starsector's lore, how unforgettable would be a planet on which you found a hook that brought you into the whole Remnant storyline, for instance?

Other anomalies might involve the player having to be creative in developing their planet. For instance, discovering something that would allow life on a typically uninhabitable gas planet. Naturally, building this colony would require special resources and attention by the player but may yield unexpected benefits too.

Obviously creativity is the biggest limiting factor in terms of what you can do with these planet-specific things, but having these mechanics that occasionally break up the routine of play allows the player to build his own narrative (even subconsciously) about what's happening on these newly colonized planets, what life might be like for the people there, what challenges they face, etc.

The human mind has evolved to remember things via story rather than numbers and statistics. So much so that the process is pretty much automatic and frequently requires next to no narrative effort on the developer's part. Compare the following two lists. The in-game effect may be the same, but the first list is a random number generator, whereas the second list informs the player of being in a living, changing galaxy.

Planet 1: +30% mineral extraction     |     The planet I found a crashed Conquest next to a gargantuan mineral mine
Planet 2: -20% population growth      |     I was so excited to finally colonize this Terran planet, but 2 months per cycle, it is completely shut down for trade due to violent storms.
Planet 3: +55% maintenance cost      |     That planet with native fauna so hostile that early settlers threatened to leave if I didn't deliver a shipment of weapons in 15 days.

Incidentally, if you are inclined towards more narrative, I believe it would be an interesting mechanic if the planetary survey doesn't always reveal all particularities about a planet. Some might have to be triggered by certain actions, like building a spaceport or reaching a certain population milestone, etc. or just through the passage of time.
Title: Re: Population Growth
Post by: Steven Shi on November 22, 2017, 02:31:50 AM
Hmm, as much as I appreciate being able to look under the hood, I don't see how these interconnected mechanics ultimately affect how most will play the game.

Starsector was and still is a predominately combat oriented game; we go to planets to pick up 'quests', sell loot and browse for bigger guns/ships. Unless I'm playing a dedicated trader, I can't see myself ever caring much about pop level, food production rate and commerce stats etc etc after the first few hrs. While I personally would love a trading sim as fleshed out as the combat, commerce is currently not Starsector's strength and I fear such detailed and nuanced growth/market mechanic will simply delay the game's release while being completely overlooked by the majority of players.

In the end, I have to wonder what type of game is Starsector aiming to be. Is it a combat sim with simplistic market economy or a full blown sandbox world-builder? Will this magnum opus be ready by 2019? Will the final iteration by so feature packed that only the hardcore gamers will be interested in it?

Just to be clear. I AM hoping for a feature packed sandbox sim that will put the X series to shame but the more complicated a game is, the smaller the potential player base and even the X franchise spent years and many iterations building up its fan base.   

Title: Re: Population Growth
Post by: Megas on November 22, 2017, 06:24:16 AM
Question:  Where will bounties spawn if player starts building an outpost on their favorite spawn point?

I had a game where I found an ideal class V Terran planet in a system were bounties periodically spawn.  It does not make much sense for enemy fleets to poof out of nowhere into new civilization just to get slaughtered for raw materials.
Title: Re: Population Growth
Post by: WastedAlmond on November 22, 2017, 07:04:07 AM
There are some plans to make marines useful, but I'll have to refrain from detailed comment for now, since I don't know exactly how it'll pan out :)

I will say that in general, I'd like things on planets to only be detailed to the degree that they tie into things that happen in space. Stuff like attacking specific installations etc, in my opinion, veers dangerously into "mini-game" territory.
Alright! Will wait and see what happens, Star Sector is so full of promise (while being an excellent game already) keep up the awesome work!
Title: Re: Population Growth
Post by: SCC on November 22, 2017, 07:13:46 AM
You know, that sort of thing might happen naturally - the player might have more incentive to invest in growing the larger/sparser world vs the smaller rich one, since that might be overkill. Could also have some sort of minor immigration bonus based on the total number of industries and installations - that might make sense, but really want to see how it plays before adding in too many things.
I have rather meant that creating and maintaining a sizeable population should be something you plan for, not receive just like that - if populations of size 5, 6 required some amounts of everything to be at hand or in close proximity that'd make knowledge of planets more valuable (by making outpost placement a bit more valuable). Best case scenario would be that the player could create throw away "city" outpost by plucking it on a planet with sparse everything, but a smart player could create 6, 7 size outpost by having it orbit a worthless rock juuust right between industrial mining outpost, a volatiles and organic matter gas giant one and a one on a planet that makes excellent farmland, except for when everything tries to kill you.
Yeah, I know already the answer's "neat idea, but I need to know how it'll work in practice first".
Hmm. I get what you're saying here, absolutely. Question, as I haven't played Stellaris - do the anomalies end up being more or less resource modifiers in the end? If so, can you put a finger on what makes them compelling?
Spoiler
In Stellaris parts of early and mid game are concerned about discovering the stars around you and in the whole galaxy. Anomalies and events give various things, not limited to modifiers. In general anomaly is when a science ship discovers stuff's all weird there and after spending some time it gives feedback about things seen and interacted with. Sometimes, the abnormal radio frequencies around the planet turn out to be a long-forgotten probe that's marking the presence of precious ores. Other times you discover that an intricate network of canyons and charred lines is actually an alien mercenary's biography. In game both are reduced to additional planet resources, though. However, some anomalies (and events which are basically miniquests about anomalies) have longer lasting and more complicated consequences. You can discover that a routine scan accidentally activated an alien drill inside an asteroid and you have to hurry before it's destroyed either to take it for yourself and use it or to disassemble it and learn some of the alien tricks. Or you can find that there's malfunctioning terraforming equipment on a planet and you can either destroy it so that it stops screwing with the biosphere or you can fix it and let it do its job (too bad you don't know what the job is!). And then there's that after some months your colonists find that there are some monstrous creatures on the planet that can be harnessed as beasts of battle.
I think the general thing that's interesting is that it's not something hidden, but rather shows up in your face and is accompanied by text describing what's happened and a theme image. It feels better to know why some planet is so X rather than to get "+X per month" modifier somewhere. Though there's also the fact that you never know if it ends at the scan or if there is more stuff underway, even if it takes some time to happen.
[close]
Title: Re: Population Growth
Post by: Thana on November 22, 2017, 07:27:08 AM
I'm a bit sad to see a more detailed sandbox simulation go, but I guess it would be too expensive and hard to control for in practice. I'm just personally a big fan of emergent stuff (The developer who manages to create an engine that creates good emergent storytelling and quest design will have my undying adoration!) and that would play into it, making the world seem that much more alive and interconnected.

But it's not a deal-breaker or anything.
Title: Re: Population Growth
Post by: Alex on November 22, 2017, 12:15:01 PM
Spoiler
Between Endless Space 2 and Stellaris, discovery of anomalies is not limited to resource modifiers, although who doesn't like these! Often times, they are mini-events, like finding a derelict precursor ship containing ancient technology, being ambushed, or even full-fledged quest lines where the trigger is the discovery of an anomaly on the planet. Using something from Starsector's lore, how unforgettable would be a planet on which you found a hook that brought you into the whole Remnant storyline, for instance?

Other anomalies might involve the player having to be creative in developing their planet. For instance, discovering something that would allow life on a typically uninhabitable gas planet. Naturally, building this colony would require special resources and attention by the player but may yield unexpected benefits too.

Obviously creativity is the biggest limiting factor in terms of what you can do with these planet-specific things, but having these mechanics that occasionally break up the routine of play allows the player to build his own narrative (even subconsciously) about what's happening on these newly colonized planets, what life might be like for the people there, what challenges they face, etc.

The human mind has evolved to remember things via story rather than numbers and statistics. So much so that the process is pretty much automatic and frequently requires next to no narrative effort on the developer's part. Compare the following two lists. The in-game effect may be the same, but the first list is a random number generator, whereas the second list informs the player of being in a living, changing galaxy.

Planet 1: +30% mineral extraction     |     The planet I found a crashed Conquest next to a gargantuan mineral mine
Planet 2: -20% population growth      |     I was so excited to finally colonize this Terran planet, but 2 months per cycle, it is completely shut down for trade due to violent storms.
Planet 3: +55% maintenance cost      |     That planet with native fauna so hostile that early settlers threatened to leave if I didn't deliver a shipment of weapons in 15 days.

Incidentally, if you are inclined towards more narrative, I believe it would be an interesting mechanic if the planetary survey doesn't always reveal all particularities about a planet. Some might have to be triggered by certain actions, like building a spaceport or reaching a certain population milestone, etc. or just through the passage of time.
[close]

Thank you for the info/ideas! Made some more notes, I think this is good all-around.


Spoiler
In Stellaris parts of early and mid game are concerned about discovering the stars around you and in the whole galaxy. Anomalies and events give various things, not limited to modifiers. In general anomaly is when a science ship discovers stuff's all weird there and after spending some time it gives feedback about things seen and interacted with. Sometimes, the abnormal radio frequencies around the planet turn out to be a long-forgotten probe that's marking the presence of precious ores. Other times you discover that an intricate network of canyons and charred lines is actually an alien mercenary's biography. In game both are reduced to additional planet resources, though. However, some anomalies (and events which are basically miniquests about anomalies) have longer lasting and more complicated consequences. You can discover that a routine scan accidentally activated an alien drill inside an asteroid and you have to hurry before it's destroyed either to take it for yourself and use it or to disassemble it and learn some of the alien tricks. Or you can find that there's malfunctioning terraforming equipment on a planet and you can either destroy it so that it stops screwing with the biosphere or you can fix it and let it do its job (too bad you don't know what the job is!). And then there's that after some months your colonists find that there are some monstrous creatures on the planet that can be harnessed as beasts of battle.
I think the general thing that's interesting is that it's not something hidden, but rather shows up in your face and is accompanied by text describing what's happened and a theme image. It feels better to know why some planet is so X rather than to get "+X per month" modifier somewhere. Though there's also the fact that you never know if it ends at the scan or if there is more stuff underway, even if it takes some time to happen.
[close]

Thank you for the added details!

I have rather meant that creating and maintaining a sizeable population should be something you plan for, not receive just like that - if populations of size 5, 6 required some amounts of everything to be at hand or in close proximity that'd make knowledge of planets more valuable (by making outpost placement a bit more valuable). Best case scenario would be that the player could create throw away "city" outpost by plucking it on a planet with sparse everything, but a smart player could create 6, 7 size outpost by having it orbit a worthless rock juuust right between industrial mining outpost, a volatiles and organic matter gas giant one and a one on a planet that makes excellent farmland, except for when everything tries to kill you.

I think the trap here - and I tend to fall into it myself as well - is how would the player know enough to be "smart" about it? If it's got to be "just right", then either they can see the data to begin with, in which case they're not being smart but just checking everything, or they can't see the data and it's going to be fairly random, trial-and-error.

That said, I think it'll still take some effort to get to higher population sizes at any speed unless conditions are good. I mean, your mining outpost may *eventually* get to size 5 but it'd take maybe 100+ cycles for a high-hazard world to do that without ongoing investments. Or, well, it could be a free port and get a considerable boost, but that's making some tradeoffs in other areas.

Yeah, I know already the answer's "neat idea, but I need to know how it'll work in practice first".

Haha, you know me well :)


Question:  Where will bounties spawn if player starts building an outpost on their favorite spawn point?

I had a game where I found an ideal class V Terran planet in a system were bounties periodically spawn.  It does not make much sense for enemy fleets to poof out of nowhere into new civilization just to get slaughtered for raw materials.

Haven't done anything with that, but presumably they wouldn't spawn at a system with heavy player-faction presence. They might take a bit of a different shape in general, too.


Hmm, as much as I appreciate being able to look under the hood, I don't see how these interconnected mechanics ultimately affect how most will play the game.

Starsector was and still is a predominately combat oriented game; we go to planets to pick up 'quests', sell loot and browse for bigger guns/ships. Unless I'm playing a dedicated trader, I can't see myself ever caring much about pop level, food production rate and commerce stats etc etc after the first few hrs. While I personally would love a trading sim as fleshed out as the combat, commerce is currently not Starsector's strength and I fear such detailed and nuanced growth/market mechanic will simply delay the game's release while being completely overlooked by the majority of players.

In the end, I have to wonder what type of game is Starsector aiming to be. Is it a combat sim with simplistic market economy or a full blown sandbox world-builder? Will this magnum opus be ready by 2019? Will the final iteration by so feature packed that only the hardcore gamers will be interested in it?

Just to be clear. I AM hoping for a feature packed sandbox sim that will put the X series to shame but the more complicated a game is, the smaller the potential player base and even the X franchise spent years and many iterations building up its fan base.   

I see what you're saying, and I can see how you might get this impression from the blog post. The thing is, the main goal of having outposts/colonies is to push the player towards combat - but the blog posts don't really get into those aspects of it, because I mostly prefer to talk about things that are at least sort-of done. So, yeah, it's a bit misleading in not directly addressing a major design goal.

As a small example confined to population growth - it can get you into trouble in several ways, i.e. through attracting the attention of pirates/organized crime/pathers. These should ultimately have combat resolutions. One can also imagine an event where a refugee fleet heads towards one of your markets and you need to escort/defend it. If you're successful, though, you'll at the very least have some nice income from your growing markets to help power your fleet, and depending on how things shape up, this could involve ship/weapon/fleet production etc.


Alright! Will wait and see what happens, Star Sector is so full of promise (while being an excellent game already) keep up the awesome work!

Thank you!


I'm a bit sad to see a more detailed sandbox simulation go, but I guess it would be too expensive and hard to control for in practice. I'm just personally a big fan of emergent stuff (The developer who manages to create an engine that creates good emergent storytelling and quest design will have my undying adoration!) and that would play into it, making the world seem that much more alive and interconnected.

But it's not a deal-breaker or anything.

There's "emergent gameplay", and then there's "confusing stuff happens" - and my feeling is the more detailed immigration calculation were much more the latter :)

(The developer who manages to create an engine that creates good emergent storytelling and quest design will have my undying adoration!)

Same! Not entirely sure it's possible, though supposedly CK2 is pretty darn good in this regard.
Title: Re: Population Growth
Post by: Thana on November 22, 2017, 08:22:51 PM
(The developer who manages to create an engine that creates good emergent storytelling and quest design will have my undying adoration!)

Same! Not entirely sure it's possible, though supposedly CK2 is pretty darn good in this regard.

Yeah, it's definitely among the best games for that.

I have this idea bouncing in my head of a mission-based CRPG whose missions would be constructed of modules (recruitment, planning/preparation, entry, execution, exit, getting paid) and each would have random variables. It was for Shadowrun originally I guess, so you might find that when you go execute your mission, your target location might be surrounded by a crowd of protestors, or your run might be interrupted by another group coming in to do the same or some other objective at your location, that sort of things. It'd be really tough to balance right, but conceptually not outlandishly difficult to execute, I believe.

(Sorry for the tangent.)
Title: Re: Population Growth
Post by: Drokkath on November 23, 2017, 08:10:11 AM
I'm probably one of the rare few who is more interested in having a outpost of my own for mostly storage reasons as I'm not much of a strategy type and definitely very far from trader type.
I just use brutal methods of tearing enemy fleets to shreds, loot and then shoot up some more thus creating a lot of headaches for an enemy faction. After I'm done with a couple shows of carnage only then I sell stuff I've collected.

Merely just giving a small insight to how I've been playing from my perspective is all, no wrongs, no rights, just a simple post by someone who enjoys this game in a different way and loves it.
Title: Re: Population Growth
Post by: Alex on November 23, 2017, 12:50:10 PM
I have this idea bouncing in my head of a mission-based CRPG whose missions would be constructed of modules (recruitment, planning/preparation, entry, execution, exit, getting paid) and each would have random variables. It was for Shadowrun originally I guess, so you might find that when you go execute your mission, your target location might be surrounded by a crowd of protestors, or your run might be interrupted by another group coming in to do the same or some other objective at your location, that sort of things. It'd be really tough to balance right, but conceptually not outlandishly difficult to execute, I believe.

(Sorry for the tangent.)

No worries, it's fun stuff to think about :)

Hmm. I wonder how it would feel - with a fairly rigid structure like that, it might end up more obviously "X things can happen at these particular points", so not so much emergent stories but randomized content. I mean, if the approach is to implement a set of variations for the specific piece of the sequence, that's at odds with what "emergent" means, right? Which if I had to define quickly would be something like "unexpected but compelling results from the interaction of different rules".

But say the variations in the different pieces were based on some prior events in other missions, all operating based on some set of rules... then it gets more interesting. Yeah, it's fun stuff to think about.
Title: Re: Population Growth
Post by: Drokkath on November 23, 2017, 02:05:21 PM
It's indeed fun to think about. Sure made me think of SS' future today and I'd be borderline lying if said that "I'm not interested in that" to the outpost/space-station concept.
The idea of being able to set up a base of your own is something the game definitely should have at some point and then players are free to not only explore but find a viable star system and plunk down a base of sorts and have it fit for whatever role the market needs to be focused on doing.

Just started talking writing about it in a short way and I'm already now picturing and thinking of some build mode map screen where one can build/set up an initial state of a station and where and what it must orbit around. After that part is done one could see one's fleet move to the location if necessary or just fly there a bit later and order the market to be constructed in the ghostly visage of sorts or something along those lines.

Anyhow this is just my 2 cents spit-balling on the idea and how I see why it could work.
Title: Re: Population Growth
Post by: Gothars on November 24, 2017, 12:34:03 AM
I have this idea bouncing in my head of a mission-based CRPG whose missions would be constructed of modules (recruitment, planning/preparation, entry, execution, exit, getting paid) and each would have random variables. It was for Shadowrun originally I guess, so you might find that when you go execute your mission, your target location might be surrounded by a crowd of protestors, or your run might be interrupted by another group coming in to do the same or some other objective at your location, that sort of things. It'd be really tough to balance right, but conceptually not outlandishly difficult to execute, I believe.

(Sorry for the tangent.)

No worries, it's fun stuff to think about :)

Hmm. I wonder how it would feel - with a fairly rigid structure like that, it might end up more obviously "X things can happen at these particular points", so not so much emergent stories but randomized content. I mean, if the approach is to implement a set of variations for the specific piece of the sequence, that's at odds with what "emergent" means, right? Which if I had to define quickly would be something like "unexpected but compelling results from the interaction of different rules".

But say the variations in the different pieces were based on some prior events in other missions, all operating based on some set of rules... then it gets more interesting. Yeah, it's fun stuff to think about.


A issue I see is that the connection points between modules have to be  rigid to allow exchanging modules. So while what happens during a module can vary, the start and end conditions would always be the same, right?  Like in the boardgame Tsuro, you have varied tiles but the connections are all the same.
Spoiler
(http://www.theboardgamefamily.com/wp-content/uploads/2013/05/TsuroBoard.jpg)
[close]

That does seem like it come become predictable and boring pretty fast.
Title: Re: Population Growth
Post by: Thana on November 24, 2017, 06:15:24 AM
I have this idea bouncing in my head of a mission-based CRPG whose missions would be constructed of modules (recruitment, planning/preparation, entry, execution, exit, getting paid) and each would have random variables. It was for Shadowrun originally I guess, so you might find that when you go execute your mission, your target location might be surrounded by a crowd of protestors, or your run might be interrupted by another group coming in to do the same or some other objective at your location, that sort of things. It'd be really tough to balance right, but conceptually not outlandishly difficult to execute, I believe.

(Sorry for the tangent.)

No worries, it's fun stuff to think about :)

Hmm. I wonder how it would feel - with a fairly rigid structure like that, it might end up more obviously "X things can happen at these particular points", so not so much emergent stories but randomized content. I mean, if the approach is to implement a set of variations for the specific piece of the sequence, that's at odds with what "emergent" means, right? Which if I had to define quickly would be something like "unexpected but compelling results from the interaction of different rules".

But say the variations in the different pieces were based on some prior events in other missions, all operating based on some set of rules... then it gets more interesting. Yeah, it's fun stuff to think about.


A issue I see is that the connection points between modules have to be  rigid to allow exchanging modules. So while what happens during a module can vary, the start and end conditions would always be the same, right?  Like in the boardgame Tsuro, you have varied tiles but the connections are all the same.
Spoiler
(http://www.theboardgamefamily.com/wp-content/uploads/2013/05/TsuroBoard.jpg)
[close]

That does seem like it come become predictable and boring pretty fast.

Yes and no. Things like entry and exit could be incorporated on the same map as generation parameters. (Inside of target building would have its own parameters, as would inside, and entry/exit randomisations might be present on the map from the start or only come into play at a later date. You might see someone already fighting there when you go in, or there might be a power outage during your run, whatever.)

But you are right that giving a sufficient amount of material for the system to create enough variety and still keep the system from becoming too messy to debug would be the biggest problem. If it was just preset modules (entry map A3, entry scenario B3, interior map A5, interior scenario A5, exit scenario A2...), it would be too rigid and become predictable. They'd have to be more along the lines of this:

The target is a city-based research site for a wealthy corp, so there are exterior map modules wealthy_neighbourhood, isolated_zone and high_tech_zone as possibilities. They give modifiers to the map generation algorithm, activity (civilian, police, criminal, miscellaneous, all separate functions that should affect one another) randomisers, entry point generation (you won't find "broken down wall" in a wealthy downtown district unless you've rolled for a heavy attack to be underway when you go in, for example) and so on. Add in chances for effects from past entanglements (you've done a noisy job in this area recently, so any security forces get a bonus to alertness, numbers and equipment, plus there's a chance that AI you *** off may try to trip you up by feeding your opposition damaging info)...

That's the sort of thing I was thinking of. Like I said, it would be a far from trivial coding exercise, but I don't believe it'd be impossible to pull off successfully. But it's not an "oh yeah, maybe add this in too" feature, it'd have to be a central focus.
Title: Re: Population Growth
Post by: Megas on November 24, 2017, 10:54:36 AM
One thing I just thought of.  One of the annoying things in 0.8.x is a fleet must have a tanker.  One idea for a filthy-rich player to do is build some disposable outposts just to have fuel stations.  If the stations are good enough to keep fuel (and supplies) stocked by themselves, but not profitable enough and player has too many, he can let it go and player can use the freed outpost as a fuel station.  Have enough supply and fuel generators placed strategically beyond core worlds and player may not need to lug around a couple supertankers anytime he wants to roam and kill things.
Title: Re: Population Growth
Post by: SCC on November 24, 2017, 03:30:42 PM
I think the trap here - and I tend to fall into it myself as well - is how would the player know enough to be "smart" about it? If it's got to be "just right", then either they can see the data to begin with, in which case they're not being smart but just checking everything, or they can't see the data and it's going to be fairly random, trial-and-error.

That said, I think it'll still take some effort to get to higher population sizes at any speed unless conditions are good. I mean, your mining outpost may *eventually* get to size 5 but it'd take maybe 100+ cycles for a high-hazard world to do that without ongoing investments. Or, well, it could be a free port and get a considerable boost, but that's making some tradeoffs in other areas.
I don't recall outpost creation window shown anywhere nor a outpost management window/map. I think that if former showed available resources that'll reach outpost in that place (via local, import and smuggling separately) or if the latter could show overlapping market reaches on an interactive map or a map mode with tooltip showing resource availability in pointed star system (or planet, whatever) this could help with some planning.
Additionally it'd be nice if outpost creation window included sector map with market reaches, potential imports, exports, base outpost reach etc. so that you can see immediately impact of creating an outpost in a given location. Besides being flashy you'd know if you have to make some relay outpost or if you could reach more markets if you placed outpost in a worse location (admittedly that's a much less likely case).
Another idea I had is that it would be... hmm, logical? To have star system-wide modifiers for outposts, though really good or bad ones in extreme cases. Things like asteroid belt, dust ring, nebula clouds, orbital laser toster dispensers are pretty obvious, while neutron stars, black holes, rogue planets are... Well, even more obvious, but with harsher effects. And if they're too complicated they can potentially be rolled into normal modifiers, with planetary ones being big lower row and system ones upper, smaller row and only indicating which planetary modifiers are changed/added by system modifiers (e.g. planet with ruins and decent ore deposits, with a smaller asteroid belt icon above the ore deposit icon).