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Author Topic: Influencing the speed of civilization expansion  (Read 1051 times)

Kami

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Influencing the speed of civilization expansion
« on: April 21, 2016, 10:17:16 am »

Well, when you try to create a world with a long history and at last on civilization of every type, you face various problems. Either you find the world overwelmed by settlements, slowing down the prozess that much, it won't come to an end. Or, when trying to solve this by setting a low cap, civs expand some years, and then stop, even when other settlements have been destroyed. Even then, finding an optimized setting, over the hundrets of years civs are destroyed by other civilitazions or washed away by a megabeast early, and can't go to asnother place. And then, changing one value at a paramset with possibly good results, changes everyting.
Therefore:
I suggest a parameter to change the speed people going to seek for a new place to live, to enable expansion in the late creationprocess without slowing down it to zero.
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GoblinCookie

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Re: Influencing the speed of civilization expansion
« Reply #1 on: April 21, 2016, 12:18:15 pm »

Expansion is exponential which complicates this kind of idea. 
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NW_Kohaku

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Re: Influencing the speed of civilization expansion
« Reply #2 on: April 21, 2016, 07:46:04 pm »

This can hypothetically be accomplished through means already available to us, although they are rather crude instruments. 

Try dropping max age, which would obviously cause more population turnover due to age. (That shouldn't be punishing if the civ is suffering from raids or rampages, but harm the civ when it is peaceful and most likely to expand.)
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IndigoFenix

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Re: Influencing the speed of civilization expansion
« Reply #3 on: April 24, 2016, 11:55:10 am »

This is actually quite moddable.  Max site population sets a soft limit on the average population of a settlement, lowering it causes them to migrate more often and lets the civ grow faster (however, individual settlements will be more vulnerable to invasions)  and raising it does the opposite.

Shonai_Dweller

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Re: Influencing the speed of civilization expansion
« Reply #4 on: April 24, 2016, 05:56:08 pm »

This is actually quite moddable.  Max site population sets a soft limit on the average population of a settlement, lowering it causes them to migrate more often and lets the civ grow faster (however, individual settlements will be more vulnerable to invasions)  and raising it does the opposite.
Is that actually how it works? Wiki says it only effects historical characters, not actual populations. Wiki is out of date in many places though.
I did get goblins apparently spreading out further than usual in the couple of times I tried lowering it though. But not enough times to call it Science.
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NW_Kohaku

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Re: Influencing the speed of civilization expansion
« Reply #5 on: April 24, 2016, 07:23:00 pm »

This is actually quite moddable.  Max site population sets a soft limit on the average population of a settlement, lowering it causes them to migrate more often and lets the civ grow faster (however, individual settlements will be more vulnerable to invasions)  and raising it does the opposite.

I should still point out, however, that this is a pretty crude kludge to achieve one's goals, as was my own suggested way to accomplish similar. 

Toady previously said in FotF years ago (back when the new procedural cities were first being built) that he might add raw handlers for how the cities were built after he'd gotten settled upon what was necessary by, for example, doing all the major species' individual settlement types... which are now done.

Having knobs that allow players to have direct control things like expansion rate as well as leader aggressiveness or other factors should really be part of the simulation's features.  (Can we please get that raw for how cities are built by entity type, Toady?)
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
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