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Post by banned on Aug 17, 2014 15:07:49 GMT
How about a lair of ultimate sin before you hit the pit? Full of the best looking sex slaves(male and female) and food and booze you could ever dream of? That might help the happiness stay high after killing off the followers. Sin is relative. But I applaud the "let 'em go out happy" plan. The gems are people! you have to tell them! Gems are people! Well shepple any way
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Post by banned on Aug 17, 2014 15:09:27 GMT
You want to create hedonism?
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Post by Qetesh on Aug 17, 2014 15:56:39 GMT
You want to create hedonism? ummmmmmmmmmm............................ewwwwwwwwwwwwwwww, oh I mean to each his own. lol
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Post by 13thGeneral on Aug 17, 2014 17:04:46 GMT
The settlements are already pretty much just hedonistic bordellos, just look at the numbers;
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Post by Danjal on Aug 17, 2014 17:09:01 GMT
You know, if you assume that the commandment quote of Peter is true. That would mean that everyone who 'stays home' is a female breeder. And everyone who 'works' is a male.
Having the commandment go where females can work or even where males stay home. We'd be looking at 137 farmers and 14 breeders in that settlement. Moreover, there'd be 11 working farmers and 126 unemployed =P But atleast the productivity is up and the reproductive cycles are down! =P
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Post by Qetesh on Aug 17, 2014 17:19:13 GMT
LOL, What about me? I am at home alone and my male is another country? I must be a freak.
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Post by Danjal on Aug 17, 2014 17:25:37 GMT
I think you've been playing too much Godus @qetesh - time to take a break and go back to reality =P Unless ofcourse you are of the opinion that such commandments should account for the real world aswell... In which case your deduction is correct.
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Post by banned on Aug 17, 2014 17:27:22 GMT
LOL, What about me? I am at home alone and my male is another country? I must be a freak. (please note this is pure satire. I am very happily married and respect Qetesh too much to assume I could take advantage.) Don't worry babe, all us hardy males on the board can be there w Moet after but a call. You're never alone.
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Post by Qetesh on Aug 17, 2014 17:51:15 GMT
LOL, What about me? I am at home alone and my male is another country? I must be a freak. (please note this is pure satire. I am very happily married and respect Qetesh too much to assume I could take advantage.) Don't worry babe, all us hardy males on the board can be there w Moet after but a call. You're never alone. He he, I take that as a virtual hugz. Thanks TM.
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Post by Qetesh on Aug 17, 2014 17:52:58 GMT
I think you've been playing too much Godus @qetesh - time to take a break and go back to reality =P Unless ofcourse you are of the opinion that such commandments should account for the real world aswell... In which case your deduction is correct. I am killing time till I get to jump a plane to Belfast. I actually have Godus and Masterchef on right now. My cuddles all come from the furry kind for now.
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Post by banned on Aug 17, 2014 18:40:35 GMT
(please note this is pure satire. I am very happily married and respect Qetesh too much to assume I could take advantage.) Don't worry babe, all us hardy males on the board can be there w Moet after but a call. You're never alone. He he, I take that as a virtual hugz. Thanks TM. Props from the safest lech you'll ever know.
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Post by 13thGeneral on Aug 21, 2014 14:48:26 GMT
Here's a Steam topic about the infinite compounding issue with settlements; steamcommunity.com/app/232810/discussions/0/35221584402367870/I recall we noticed this issue almost immediately afted release, but few have actually tested it (or been patient enough to). Aynen said he was told that the exponential timer is a "bug"... which sounds suspect (avoiding admitting a mistake.). muir says they're aware of the settlement size issue, and the unexpected timer problem, and the devs are looking at what to do about it; which will probably result in size limits. That's a better explanation than blaming a code conflict. It's really essentially a design issue that probably could have been foreseen, or at least caught sooner, had they planned it better and stress tested it inhouse - but sometimes unexpected crap happens that way when you have so much going on (Project Zomboid has had some similar issues with unexpected results of exponential Zombie spawns or infinite resources). So, I though that this might be a good topic to open back up for discussion. Again. What do you think would be a reasonable solution, other than (tho not necessarily excluding) capping/limiting the population or the number of abodes you can merge? And yes, timers need balancing. We're all keenly aware of that; so just try refraining from focusing too much on that aspect. They masssive timers are not the cause in this situation, but rather an affect of the infinite size. I am still pondering this conundrum while I work today, so I don't have any ideas just yet.
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Post by Danjal on Aug 21, 2014 15:19:16 GMT
For starters, the scaling formula is broken. The population added to a settlement does not proportionately scale to the belief generated and the time it takes to regain breeders/workers.
I've pointed this out many times before - the method used is that of mobile and facebook games. The larger buildings have longer timers but larger storage capacity catering to longer stretches of absence. For a mechanic like this to work, you HAVE to play the game like a mobile or facebook game. An active player uses small structures, a less active one uses larger structures to measure the results to their schedule.
Limiting the maximum population would NOT be the solution as the underlying problem of balancing would still be present. But there's an overarching larger problem at work here. Which is that there is no logic to WHY the settlement mechanic works like this.
I'll admit that the mechanic has merit within its boundaries. Having local residents "join" with an existing settlement. Due to the nature of farms and mines, the outward expansion is limited and settlements quickly expand upwards. Thats mistake #2, both from a realistic perspective aswell as from a gameplay perspective. (Mistake #1 being the poor scaling and balance)
Yes, as society forms, outlying huts will generally be pulled into a settlement or community. Slowly the individual residents will join up and share responsibilities and services among eachother forming villages, towns, cities and more. As these services become more attractive and the ability to serve people becomes more capable. The area of influence expands naturally* and you work from there.
And there you have your first hint to a solution, you see, settlements right now form purely on divine intervention. Its a micromanaging game of min-maxing. Instead, settlements should form where people already congregate. The existing bundles of people that interact with eachother first form bonds and then start to exchange resources.
Farmers need resources to maintain their housing, storage and tools, while masons/miners, hunters and woodcutters need food to sustain their work. These exchanges of goods and services combined with the desire for companionship normally result in the forming of settlements.
So what does this mean for the game and the player? How can that be made functional within the confines of Godus? Well for one, ditch the settlement limit to a single resource. The whole function of a settlement is to SHARE resources and means. Not to isolate them.
Initiate bonding by having followers form friendships and families. Then strengthen these bonds by having families specialize in a craft or profession. - Farmers become better at farming, but lose the ability to supply themselves with the materials needed to maintain their houses and tools. - Woodcutters/Masons (stoneminer) specialize in their fields but will require to be supplied with food. - Miners (ore) provide the community with better resources but will require both wood/stone and food. And build up from there. Adding individual resources or professions to the mix.
These specialties are ALL required to form a settlement, since a settlement will be an ORGANIZED version of the already formed bonds and community. Larger structures will be created to more effectively apply skills and resources. Farmers will band together and distribute tasks according to the needs of the community - so will the others.
Have a centralized "settlement" form the basis of the residential and social needs (initially housing, later on entertainment/companionship/religion). And have outlying hubs connect to that settlement as spokes of a wheel providing that hub with the resources it needs. Don't rely on belief alone. Make sure that this settlement CAN support itself. There will be a constant drain on resources aswell as a surplus used for growth. Once the surplus dies out you have reached the maximum potential currently available. (And yes, testing and balancing will be required there, but thats what testing is for!)
These are mechanics that can be made modular. Have the puzzle pieces be added one at a time and expand outwards from there. First you add in basic resources (wood and stone! they already exist, use them!) - this isn't something the player will control. This is something that the AI will automatically use in their environment. Its a matter of applying some math, a house gets made from nearby materials. The profession gets calculated based on availability of resources and requirement of resources. (While I personally have no objections to some manual control - there is a clear desire to be a god and not a strategist or mayor which I'll respect)
Okay, so when that is done, you have limited the upscaling of settlements. You can't just infinitely add on to them by throwing belief at the problem because they have some inherent requirements. Subsequently the scaling of belief propotionately to the size of structures and the 'creation' of new followers. A logical solution here is aging. Have followers be born and naturally age rather than grow exponentially overtime. Yes, there's a growth in population - no it doesn't scale that drastically. There are inherent limits.
The mistake here is that the system has been oversimplified in fear that a proper resource system is both too RTS-y and too complicated. Relying on statistical scaling alone without an inherent limiter results in numbers like these.
Have the availability and production of food (a mechanic that is present). The happiness of people (crowded people or overworked people do not make many babies and are more likely to die) Disease/famine (as a cause of the 2 above)
Have all of those combined together into a natural status quo. Once you reach the capacity of a limited area. You will need to expand if you want to keep growing. You will need more base resources to sustain your people.
A fun side-effect. Doing this will automatically create a reason to keep playing and expanding other than purely expanding for the sake of expansion. It'll give the player something to do aswell as something to watch. Once this system is in place you'll have a solid foundation to build upwards towards future ages and expand from there.
I've already suggested an expansion/alteration to the cans regarding this aswell. Including the specific specialization of settlements. A settlement once having reached a certain size will get a surplus in population and resources. Organized farming and acquisition of other (to be determined) resources can be applied towards various specialties or services. I'm thinking entertainment, education, religion, industry and more. All offering great points to build upon in future expansion of the game and progression into later ages.
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Post by 13thGeneral on Aug 21, 2014 16:56:08 GMT
I was hoping you would post on this, especially because you've discussed it before at length. I agree 100% with you observations and suggestions. Settlements are not naturally organic like they should be, being fundamentally dissimilar to how actual settlements work and function. I don't get why they have separate settlements (and villages) for each job/class type, other than to -as usual- stretch out the features for lack of real content. It also supports the underlying paywall system... that and Peter's insistance on hand-holding our progress. I keep holding out hope that we're still hopping across steping stones in the design progress, but each itteration still gets the execution of the fundamentals a bit skewed, warping the ideas into something distorted and underdeveloped - which results in the flaws and holes that don't escape the player scrutiny.
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Post by Danjal on Aug 21, 2014 17:00:00 GMT
The main problem I see with the current settlement mechanic (other than the overall scaling that is a problem in the entire game) is that going forward. Imagine needing a seperate settlement for EACH resource.
You'd get a sprawling gridlock of settlements. Instead of huts next to huts like we did before, we'll have settlements surrounded by fields/mines/etc locked into a grid with other settlements and their respective resource plots.
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Post by 13thGeneral on Aug 21, 2014 17:04:02 GMT
The main problem I see with the current settlement mechanic (other than the overall scaling that is a problem in the entire game) is that going forward. Imagine needing a seperate settlement for EACH resource. You'd get a sprawling gridlock of settlements. Instead of huts next to huts like we did before, we'll have settlements surrounded by fields/mines/etc locked into a grid with other settlements and their respective resource plots. Exactly. It just makes sense to grow settlements by incorporating each new resource type, and by proxy the resulting jobs, and you avoid (or at least slow and control) the exponential growth issue. With each itteration of settlements, despite some interesting ideas, they seem to further confound and over-complicate things worse. I liked the original "statue settlement" but agreed it needed more complexity. Then they added the town center and jobs, which was kknd of on the right path but just addled the mechanic with micromanagement. And now they've sort of gone backwards a bit - despite some interesting aspects and removing much of the job management - and have caused some big imbalances and unsupportable growth. If they use the town center idea, and incorporate the individual settlements as seperate resource hubs, then we'd be on the riht track. I haven't unlocked the "Villiages" power, but it looks like it's still separating them by resource/jobs instead of a community. All the parts are there, they just need some reorganising and repurposing. And removing much of the micromanagement. If I was home so I could type faster, and more indepth... and by the time I get off work, I'm too drained to bother. Lol.
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Post by banned on Aug 22, 2014 23:56:54 GMT
The main problem I see with the current settlement mechanic ... is the current settlement mechanic.
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Post by Qetesh on Aug 23, 2014 0:52:38 GMT
The main problem I see with the current settlement mechanic ... is the current settlement mechanic. I would disagree in with a blanket statement and say that I cannot stand the timers on them. I don't like the limitations of them. I the DEVS need to hear what we specifically don't like about them if we want them to correct them.
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Post by Gmr Leon on Aug 23, 2014 3:01:26 GMT
is the current settlement mechanic. I would disagree in with a blanket statement and say that I cannot stand the timers on them. I don't like the limitations of them. I the DEVS need to hear what we specifically don't like about them if we want them to correct them. It's not an absolute no, they'll never revisit them, but George has made it sound doubtful that we'll see another revision of the settlements outside of balancing. See below. As I said, why not giving re-balancing the game as it currently is a shot? We can always introduce new variables to the tool at a later stage, and we're unlikely to revisit Settlements for a fourth time.
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Post by Danjal on Aug 23, 2014 3:11:01 GMT
I would disagree in with a blanket statement and say that I cannot stand the timers on them. I don't like the limitations of them. I the DEVS need to hear what we specifically don't like about them if we want them to correct them. It's not an absolute no, they'll never revisit them, but George has made it sound doubtful that we'll see another revision of the settlements outside of balancing. See below. As I said, why not giving re-balancing the game as it currently is a shot? We can always introduce new variables to the tool at a later stage, and we're unlikely to revisit Settlements for a fourth time. Well something to note there is, are they not going to alter ANYTHING about the settlements? Or are they likely to be keeping the current mechanic of merging houses together. I'd say the latter. Now with sight on future resource additions (there's a pretty high chance that we'll be seeing wildlife and livestock make an appearance, fishing has been talked about, woodcutting has been considered by some of the devs and Peter himself already stated that there will be forms of industry and crafting in later ages), having a seperate settlement type for each would be silly. It'd become convoluted and messy really fast. As such, it makes sense to me that they'll unify the mechanic under a single system rather than just adding on new duplicate settlements each time. I'd say that the resource alteration would not so much be an overhaul of the settlement mechanic (they'd still be formed the way they are now and function in much the same way), as much as it is tweaking/finetuning the surrounding balance and functionality. But yea, thats just how I see it and how I'd do it. Its very amusing to me that they have redone it 4 times and it still doesn't really work well though. Says a lot right there about planning and scope.
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