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Author Topic: Clockwork Empires - 1.0 release October 26th  (Read 255221 times)

werty892

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #825 on: January 10, 2014, 11:52:59 am »

I remember that you were being frustrated about incentivising to people to give their citizens free time, instead of just working them to the bone and then giving them a break. I think I have a solution to this.

Tech development is linked to free time, along with education and other factors.

Now, advances in technology historically happened when people had free times to do things, not go constantly hunting for food. So, when agriculture was invented, it set off technological development. This could work in Clockwork Empires. Other things like education could play a factor too. Say, you have 2 educated citizens having a chat. Their thoughts turn to the latest scientific developments of the day. They talk, and based on chance, 3 things could happen

1.Nothing, but both would feel better. This would be a 80-90% chance.
2.They come up with a small improvement to a existing technology(9-19% chance, more on this later)
3.They come up with something totally new.(1% chance)

So say they come up with something new. This could vary depending on many conditions, like what may be a problem, what they like, what they were talking about recently, etc. So say lots of food is rotting due to not being able to store it in a cool place, the person likes ice cream or something cold, and they were talking about winter back in the home land. The guy might say, think of a refrigerator. Now, he sprints off and finds a workshop, similar to a dwarf fey mood, and starts prototyping. Depending on his education, the materials available to him, and the quality of the workshop, he produces something of varying quality. If he's super educated and everything is available to him, and he has lots of free time, he will produce something amazing. If he has none of those things, not so much. Anyways, unlike a fey mood, he will leave his prototyping to work if he needs to. The trick about this, is the player will not be notified about this until the invention is complete. The citizen will work on this in secret, you might see him putting something together but you will not be notified. Therefore, this can go 2 ways. You have loads of free time and great materials for science, and he makes something great. Or, you're busy churning out gears to produce steam cannons, and he needs to be working nearly all the time, and makes something shitty.

Improvements would work the same way, except the prototyping stage would be much shorter. They would improve a exist technology you had, for example, someone thinks of a way to add a steam piston to a axe to make it swing much faster. You can now cut down tree's faster. The improvement amount would, again, depend on the amount of quality materials you had and free time.

Now, the normal rough and tumble people could not possibly think of something like this. You need educated people who can think SCIENCE! Therefore, you need schools, libraries, and very late game, when you have paved streets, you can maybe get a university. Libraries would be a "Passive" educator. People who have high ambition, are naturally curious, or are interested in self improvement, will go to the library to get educated. People who are not interested in education will visit the library to get a general morale boost from reading the latest thriller or detective story. Schools are a "Active" educator. They educate the children your colonists have, and make sure they know something. Otherwise you get illiterate peons who's only use is to ship off to the coal mines. All the colonists you start with would be literate, but later on you might want to educate any immigrants who are not. However! Schools and Libraries require free time to be effective! Children in poor families will NOT go to school, and instead go off to the coal mines and work there to earn money so they can purchase food and such. Unless you institute child labor laws and mandatory schooling, but the expendable tykes are just small enough to get to that last bit of coal :P. Late game you have the university, which is a very high level of education and research. If you have a university, you can tell people what they want to work too. In addition, a university is the highest quality workplace available to prototype something. People will still have chance discoveries, of course.

Now, this lets you choose how you want to play. Do you want slow technological progression, with bad quality inventions, but to produce tons and tons of stuff? Or do you want to have generous amounts of free time and very fast technological progression, but be a substandard producer?

10ebbor10

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #826 on: January 10, 2014, 01:26:16 pm »

Technically a lot of technological advancements were created by accident, rather than being thought out . Also, education is not really nessecairy for success*.

*Example being a crucial improvement made to the steam pump, where a child tied a lever to the pressure meter, and automated the pump (Thereby eliminating his own job, and that of countless others).
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Karkov

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #827 on: January 10, 2014, 02:28:10 pm »

Technically a lot of technological advancements were created by accident, rather than being thought out . Also, education is not really nessecairy for success*.

*Example being a crucial improvement made to the steam pump, where a child tied a lever to the pressure meter, and automated the pump (Thereby eliminating his own job, and that of countless others).

It'd be interesting to have spontaneous research events.

"Bob was working in the sawmill today when he realized that using his bare hands to rip off tree bark was not only painful, but excruciatingly painful.  To that effect, Bob thought up a new type of saw and put it together using a rubber band, a piece of flint, and a saw from the blacksmith that was commissioned earlier that week.  Bob has easily cut the time it takes to debark an entire tree by two thirds, and is now completely overburdened at work with the sheer amount of lumber he has to process now.  Good job, Bob."

Or just something while they're on their off-time.

"Sally was frustrated that it took her ages to get down to the pub to enjoy a drink after making beer all day, and was struck with inspiration after she saw someone stacking bricks into the back of a cart.  'If it's easier and faster to put heavy objects into carts with wheels on them, what would happen if I made shoes that had wheels?' she thought to herself.  Being married to a carpenter had it's perks, and she was able to snag a couple of small wooden wheels and other assorted scraps.  After a couple of sleepless nights, she had invented a new type of footwear that had wheels on the bottom of them, which she named 'wheel shoes' (let it be known that the citizens of this village are not very clever).  Smug with success, she decided to wear them and go on down to the pub and show them off, only to realize later on down the street that she wasn't as coordinated as she used to be.  After the doctors in the infirmary had removed the shoes from her feet, they were swiped by the local self-proclaimed madman scientist, and reproduced for everyone.  Foot travel times are much lower than they used to be, and the infirmary has been busier than ever."
« Last Edit: January 10, 2014, 02:31:59 pm by Karkov »
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Krevsin

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #828 on: January 10, 2014, 02:36:21 pm »

I don't think I've ever seen a system quite like this in a game. It has all sorts of potential for !!FUN!!
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Darkmere

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #829 on: January 10, 2014, 03:08:11 pm »

I instantly love this imaginary system. It reminds me of the random craziness that happens in Tropico campaigns.
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And then, they will be weaponized. Like everything in this game, from kittens to babies, everything is a potential device of murder.
So if baseless speculation is all we have, we might as well treat it like fact.

werty892

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #830 on: January 10, 2014, 03:31:32 pm »

Technically a lot of technological advancements were created by accident, rather than being thought out . Also, education is not really nessecairy for success*.

*Example being a crucial improvement made to the steam pump, where a child tied a lever to the pressure meter, and automated the pump (Thereby eliminating his own job, and that of countless others).
Yes, but a educated person can create something better than a uneducated one. A educated person could say, make a fridge better than a uneducated one.

10ebbor10

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #831 on: January 10, 2014, 03:57:35 pm »

Point is, you don't simply invent a fridge. Well, not most of the time.

Honestly, most of our inventions happened by throwing science against the wall and seeing what stuck. Incidentally, with there being many more uneducated people than educated people around, they therefore tend to cause more interesting things to happen. You just need an opportunist around to notice and see the idea.
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EnigmaticHat

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #832 on: January 11, 2014, 04:42:41 am »

Why should there even be a tech system in Clockwork Empires?  I mean, of course there's Science, and things beyond Science.  But the way I look at it those things aren't supposed to be rewards, they're supposed to be question marks that could aid the colony or endanger it.

Conventional tech, like researching saw upgrades in Age of Empires, doesn't seem like it would have a place in this game.  You're supposed to play multiple games in the same universe, logically each colony should start at the tech level of the proceeding one when it comes to mundane technology.  Which of course would eventually result in all colonies starting at max tech level in everything.
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Isdar

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #833 on: January 11, 2014, 07:10:28 am »

If there is a "tech tree" in CE, I would imagine that its less about researching stuff and more about fulfilling quests from the homeland that will get you sent neat stuff. Unless the colonists are capable of making steam boilers out of sand.
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Krevsin

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #834 on: January 11, 2014, 09:04:15 am »

I'd say that a tech tree in CE would have less to do with advancing technology as much as it would make existing technology more efficient and/or cheaper to produce.
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Puzzlemaker

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #835 on: January 11, 2014, 09:37:35 am »

There is a saying, "10% of the work takes 90% of the time".  You have the basics in, now you just have to slog through and get it to work.  My least favorite part of a project.
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Oneir

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #836 on: January 11, 2014, 10:26:19 am »

All that said, I'm all for a Victorian colony sim including rollerskates. On the one hand, it lets colonists escape from the slobbering hordes from beyond time. On the other hand, if they don't escape, the slobbering hordes how have rollerskates.
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werty892

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #837 on: January 11, 2014, 10:28:28 am »

The reason I suggested my tech system is that it gives players  a reason to have their colonists have free time. It's not a tech tree, its more of a fey mood that produces technology.

EnigmaticHat

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #838 on: January 12, 2014, 10:49:19 pm »

Yeah, but then the player's next colony would have that technology too.  Eventually they would just have all the techs.
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"T-take this non-euclidean geometry, h-humanity-baka. I m-made it, but not because I l-li-l-like you or anything! I just felt s-sorry for you, b-baka."
You misspelled seance.  Are possessing Draignean?  Are you actually a ghost in the shell? You have to tell us if you are, that's the rule

10ebbor10

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #839 on: January 13, 2014, 03:26:10 am »

Not nessecairly. Trade patents and secrets could result in the technology going down with the colony.
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