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Adjusting the economic extension and Cultural extension over time

tjoneslo

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As I am working through the TNE data for the Spinward Marches, the question of how fast does the various elements of the Ex and Cx value change.

That is if I have a set of values from the 1105 data set, how much would the values have changed for a 1200 data set?

This is my proposal for the set of changes.

Economic Extension:
Resources: 2D + (GG + belts if TL > 7) -> regenerate
Labor: Pop - 1 -> Calculate
Infrastructure: 2D + Importance: 0 if Ba, Di: 1 if Lo: 1D + Ix if Ni.
If the population has increased, regenerate, otherwise keep.
Efficiency: Flux -> Regenerate

Cultural Extension:
Homogeneity: Pop + Flux -> Regenerate
Acceptance: Pop + Ix -> Calculate
Strangeness: Flux + 5 -> Regenerate
Symbols: Flux + TL -> If TL changes regenerate, else keep
 
I went through pocket empires last night to find the source of these values and how they change.

Resources: Don't change over time. They are a fixed part of the system. So this would only change if the TL goes from 7 to 8 (or vice versa) and you now (or no longer) have access to the whole system.

Infrastructure: you can build or let this degrade over time. There is a rule in PE that says (and is repeated repeatedly) that Infrastructure can't exceed Resrouces. Unless you import the difference. To keep the number of changes to a minimum I think the system I proposed was best. The Infrastructure only changes if the population shifts enough to move from Ba > Lo > Ni > Over Ni.

The other thing in PE was what could be described as a "flux -3" table. Where the results of a flux roll are moved three places toward 0. So results of 0, 1, 2, or 3 all become 0, results of 4 or -4 are 1 or -1 (respectively), and 5 or -5 are 2 or -2 (respectively).

So instead of applying a complete regeneration for the Efficiency, Homogeneity, and Strangeness, apply a "Flux -3" roll. For spans of time where the history is supposed to be continuous (e.g. Milieu 1116 to Milieu 1200 in the Spinward Marches) it presents a less random set of changes. For the discontinuous or massively disrupted changes (e.g Milieu 1116 through Hard Times and into 1200) a full regeneration would be in order.
 
Resources: Don't change over time. They are a fixed part of the system. So this would only change if the TL goes from 7 to 8 (or vice versa) and you now (or no longer) have access to the whole system.

Infrastructure: you can build or let this degrade over time. There is a rule in PE that says (and is repeated repeatedly) that Infrastructure can't exceed Resrouces. Unless you import the difference. To keep the number of changes to a minimum I think the system I proposed was best. The Infrastructure only changes if the population shifts enough to move from Ba > Lo > Ni > Over Ni.

The other thing in PE was what could be described as a "flux -3" table. Where the results of a flux roll are moved three places toward 0. So results of 0, 1, 2, or 3 all become 0, results of 4 or -4 are 1 or -1 (respectively), and 5 or -5 are 2 or -2 (respectively).

So instead of applying a complete regeneration for the Efficiency, Homogeneity, and Strangeness, apply a "Flux -3" roll. For spans of time where the history is supposed to be continuous (e.g. Milieu 1116 to Milieu 1200 in the Spinward Marches) it presents a less random set of changes. For the discontinuous or massively disrupted changes (e.g Milieu 1116 through Hard Times and into 1200) a full regeneration would be in order.

Hi Thomas,

I'll put some thought into this and see what I can come up with.

Shalom,
Maksim-Smelchak.
 
I have never had a game run for a length of in-game time that making such adjustments were necessary.

However, I'd recommend checking out T4s pocket Empires while waiting for something that is T5 to be published. They really are close enough to be used together.

Cryton
 
Efficiency: Flux -> Regenerate

I'm not at all keen on efficiency being random and as likely to be good as wasteful.

I would apply modifiers based on Government type for starters with
only those Government type 0 getting negative values and dictatorships getting a large plus value.

Kind Regards

David
 
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