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	<title>LegacyWorlds Beta 6 &#187; buildings</title>
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	<link>http://blog.legacyworlds.com</link>
	<description>Updates on the new version&#039;s design and progress</description>
	<lastBuildDate>Sat, 26 Mar 2011 10:18:48 +0000</lastBuildDate>
	<language>en</language>
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		<title>Milestone 2 – Database contents – Universe</title>
		<link>http://blog.legacyworlds.com/index.php/2011-01-11/milestone-2-database-contents-universe/</link>
		<comments>http://blog.legacyworlds.com/index.php/2011-01-11/milestone-2-database-contents-universe/#comments</comments>
		<pubDate>Tue, 11 Jan 2011 09:00:22 +0000</pubDate>
		<dc:creator>TSeeker</dc:creator>
				<category><![CDATA[Milestones]]></category>
		<category><![CDATA[build queues]]></category>
		<category><![CDATA[buildings]]></category>
		<category><![CDATA[database contents]]></category>
		<category><![CDATA[map]]></category>
		<category><![CDATA[milestone 2]]></category>
		<category><![CDATA[planets]]></category>
		<category><![CDATA[systems]]></category>
		<category><![CDATA[universe]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/?p=255</guid>
		<description><![CDATA[This sixth post from the Milestone 2 database structure series describes the information that is associated with the universe: the map and the objects that are on it, as well as the description of a planet&#8217;s surface and operation. Map The map consists in two major entities: stellar systems and planets. A stellar system consists [...]]]></description>
			<content:encoded><![CDATA[<p>This sixth post from the <a title="Milestone 2 - Database contents - Introduction" href="http://blog.legacyworlds.com/index.php/2010-10-30/milestone-2-database-contents-introduction/">Milestone 2 database structure</a> series describes the information that is associated with the universe: the map and the objects that are on it, as well as the description of a planet&#8217;s surface and operation.<span id="more-255"></span></p>
<p><!-- p { margin-bottom: 0.08in; } --><strong>Map</strong><br />
The map consists in two major entities: stellar systems and planets.</p>
<p>A <span style="text-decoration: underline;">stellar system</span> consists in a <span style="text-decoration: underline;">pair of coordinates</span>, representing the system&#8217;s location on the map.</p>
<p>A <span style="text-decoration: underline;">planet</span> is found at a specific <span style="text-decoration: underline;">orbit</span> of a <span style="text-decoration: underline;">stellar system</span> (each system has 5 orbits). It is identified through an unique <span style="text-decoration: underline;">map object name</span> and includes a <span style="text-decoration: underline;">picture identifier</span> to be used when displaying the planet. A planet has a <span style="text-decoration: underline;">population</span>; a portion of this population is <span style="text-decoration: underline;">happy</span>, the rest isn&#8217;t.</p>
<p><span style="text-decoration: underline;">Planets</span> may feature any amount of <span style="text-decoration: underline;">resource providers</span> (at most one per <span style="text-decoration: underline;">type of resource</span>); each resource provider includes its <span style="text-decoration: underline;">maximal amount</span>, <span style="text-decoration: underline;">current amount</span>, <span style="text-decoration: underline;">extraction difficulty</span> and <span style="text-decoration: underline;">regeneration factor</span>.</p>
<p>In addition to basic information regarding a planet, its infrastructure and current tasks must be described.</p>
<p><strong>Buildings</strong></p>
<p>The infrastructure of a planet consists in a set of buildings. A <span style="text-decoration: underline;">building</span> is associated to a specific <span style="text-decoration: underline;">planet</span> and <span style="text-decoration: underline;">building type</span>. The record includes the building&#8217;s <span style="text-decoration: underline;">current hit points</span>, used to determine whether it should be destroyed or not, and affecting its production level.</p>
<p><strong>Civilian queues</strong></p>
<p>A planet may possess a civilian build queue which lists which actions are being performed with regards to the planet&#8217;s buildings. An <span style="text-decoration: underline;">civilian build queue entry</span> is specific to a <span style="text-decoration: underline;">planet</span> and is identified by its <span style="text-decoration: underline;">queue order</span>. It indicates the <span style="text-decoration: underline;">type of work</span> being performed (construction, repair, destruction) and includes information regarding the <span style="text-decoration: underline;">amount of work</span> which was already processed.</p>
<p>Construction is associated with a <span style="text-decoration: underline;">type of building</span> and a <span style="text-decoration: underline;">quantity</span> of buildings to construct, as well as the <span style="text-decoration: underline;">amount of work</span> which was already performed on the current building. Destruction and repair operations may be associated with either a <span style="text-decoration: underline;">type of building</span> and a <span style="text-decoration: underline;">quantity</span> (in which case the game update should select the most damaged buildings) or an <span style="text-decoration: underline;">actual building</span>.</p>
<p>Repair and destruction operations are updated when buildings are destroyed by external causes (inability to pay for the buildings&#8217; upkeep or battle damage).</p>
<p><strong>Military queues</strong></p>
<p>A planet may possess a military queue which lists which actions are being performed by the planet&#8217;s shipyards; military queues are only supported for planets actually owned by an empire. A <span style="text-decoration: underline;">military queue entry</span> is specific to an <span style="text-decoration: underline;">empire-controlled p</span><span style="text-decoration: underline;">lanet</span> and identified by its <span style="text-decoration: underline;">queue order</span>. Each queue entry is associated with an <span style="text-decoration: underline;">action being performed</span> (construction, repair, refit, decommission). There are two different types of military queue entries:</p>
<ul>
<li>some entries are associated with an <span style="text-decoration: underline;">empire ship design</span>; 	these entries also include the <span style="text-decoration: underline;">amount of ships</span> that should be affected by the action (this information is updated as ships are processed),</li>
<li>some entries are associated with an actual <span style="text-decoration: underline;">ship</span>.</li>
</ul>
<p>In addition, ship refitting operations are associated with a second <span style="text-decoration: underline;">empire ship design</span> which indicates the type of ship the operation will produce.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Milestone 2 &#8211; Database contents &#8211; Game definitions</title>
		<link>http://blog.legacyworlds.com/index.php/2010-10-30/milestone-2-database-contents-game-definitions/</link>
		<comments>http://blog.legacyworlds.com/index.php/2010-10-30/milestone-2-database-contents-game-definitions/#comments</comments>
		<pubDate>Sat, 30 Oct 2010 10:03:37 +0000</pubDate>
		<dc:creator>TSeeker</dc:creator>
				<category><![CDATA[Milestones]]></category>
		<category><![CDATA[buildings]]></category>
		<category><![CDATA[capabilities]]></category>
		<category><![CDATA[countermeasures]]></category>
		<category><![CDATA[database contents]]></category>
		<category><![CDATA[fleet strategies]]></category>
		<category><![CDATA[game definitions]]></category>
		<category><![CDATA[internationalisation]]></category>
		<category><![CDATA[milestone 2]]></category>
		<category><![CDATA[productions]]></category>
		<category><![CDATA[resources]]></category>
		<category><![CDATA[ship parts]]></category>
		<category><![CDATA[technologies]]></category>
		<category><![CDATA[weapons]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/?p=222</guid>
		<description><![CDATA[A lot of what goes on in the game follows rules which imply values which may be changed during the game for balancing reasons, or simply to fix a mistake. In this post: Internationalisation Resource types Natural resources Types of weaponry and defences Production and capability types Technologies Fleet strategies Defence strategies Attack strategies Relative [...]]]></description>
			<content:encoded><![CDATA[<p><!-- p { margin-bottom: 0.08in; } --><span>A lot of what goes on in the game follows rules which imply values which may be changed during the game for balancing reasons, or simply to fix a mistake.</span></p>
<p><span>In this post:</span></p>
<ul>
<li><span>Internationalisation</span></li>
<li><span>Resource types</span>
<ul>
<li><span>Natural resources</span></li>
</ul>
</li>
<li><span>Types of weaponry and defences</span></li>
<li><span>Production and capability types</span></li>
<li><span>Technologies</span></li>
<li><span>Fleet strategies</span>
<ul>
<li><span>Defence strategies</span></li>
<li><span>Attack strategies</span></li>
<li><span>Relative strengths</span></li>
</ul>
</li>
<li><span>Stuff that can be built</span>
<ul>
<li><span>Building types</span></li>
<li><span>Ship parts</span></li>
</ul>
</li>
</ul>
<p><span><span id="more-222"></span></span></p>
<p><!-- p { margin-bottom: 0.08in; } --><span style="font-size: medium;"><strong>Internationalisation</strong></span></p>
<p><span>All text that is independent from the interface used to access the game is stored in the database. Each <span style="text-decoration: underline;">string</span> is identified by a <span style="text-decoration: underline;">code</span>, and associated to <span style="text-decoration: underline;">translations</span> in various <span style="text-decoration: underline;">languages</span>. Each language is identified by an <span style="text-decoration: underline;">ISO code</span> and a <span style="text-decoration: underline;">name</span> (in the language itself). The set of translations available in a given language may be incomplete, for example when a new language is being added.</span></p>
<p><span>All definitions which require a name or a description in fact use the internationalisation system.</span></p>
<p><!-- p { margin-bottom: 0.08in; } --><span style="font-size: medium;"><strong>Resource types</strong></span></p>
<p><span>The various types of resources which empire may possess and use are defined in the database. Each <span style="text-decoration: underline;">resource type</span> is identified by its <span style="text-decoration: underline;">name</span>; in addition, it carries a <span style="text-decoration: underline;">description</span> as another string from the internationalisation system. It belongs to a <span style="text-decoration: underline;">resource category</span>, itself identified by yet another string. All resources are given a <span style="text-decoration: underline;">value</span> which is used to compute e.g. player rankings. Finally, advanced types of resources only become visible when some <span style="text-decoration: underline;">technology</span> has been discovered.</span></p>
<p><a name="__RefHeading__3648_2003532168"></a> <span style="font-size: medium;">Natural resources</span></p>
<p><span>Some types of resources can be found in the game universe and can be extracted through mining operations. These <span style="text-decoration: underline;">natural resources</span> are added to the map when it is generated. Each type of natural resource has a non-zero <span style="text-decoration: underline;">probability</span> of being found at a location; in addition, the map generator should enforce an <span style="text-decoration: underline;">average quantity</span> and <span style="text-decoration: underline;">average extraction difficulty</span>.</span></p>
<p><!-- p { margin-bottom: 0.08in; } --><span style="font-size: medium;"><strong>Types of weaponry &amp; defences</strong></span></p>
<p><span>There are three categories of weaponry (beam weapons, mass drivers and missiles) and their respective countermeasures (shields, armours and point defence systems). Each <span style="text-decoration: underline;">weaponry or defence category</span> should be identified by its <span style="text-decoration: underline;">general type</span> and by <span style="text-decoration: underline;">whether it is a weapon or a countermeasure</span>. In addition, a <span style="text-decoration: underline;">name</span> and a <span style="text-decoration: underline;">description</span> need to be associated with each category.</span></p>
<p><a name="__RefHeading__3652_2003532168"></a> <span style="font-size: medium;"><strong>Production and capability types</strong></span></p>
<p><span>Productions and capabilities, whether they apply to whole empires, planets or ships, are described in the exact same way.</span></p>
<p><span>Generally speaking, a <span style="text-decoration: underline;">production or capability</span> is identified by a <span style="text-decoration: underline;">code name</span>. It possesses a <span style="text-decoration: underline;">display name</span> and a <span style="text-decoration: underline;">description</span>. It carries a flag indicating whether <span style="text-decoration: underline;">it is an additive or exclusive property</span> – for example, ship components providing automated repairs have an additive effect, while mineral scanners are either present or not.</span></p>
<p><span>The value of a production may not be meaningful to the player. In order to display that value, a production definition includes a non-zero <span style="text-decoration: underline;">display multiplier</span>, and may use a <span style="text-decoration: underline;">prefix</span> and / or a <span style="text-decoration: underline;">suffix</span>. If there is a suffix, then a <span style="text-decoration: underline;">suffix tooltip text</span> may be included. The prefix, suffix and suffix tooltip text are of course internationalised strings.</span></p>
<p><span>While empire and ship productions do not include any additional data, a <span style="text-decoration: underline;">planet production or capability definition</span> features a flag that indicates <span style="text-decoration: underline;">whether the production is local or global</span>. A local production is used at the planet&#8217;s level only, while a global production is computed at the owning empire&#8217;s level.</span></p>
<p><!-- p { margin-bottom: 0.08in; } --><span style="font-size: medium;"><strong>Technologies</strong></span></p>
<p><span>A <span style="text-decoration: underline;">technology</span> is identified by its <span style="text-decoration: underline;">name</span>. It carries a <span style="text-decoration: underline;">description</span>, and requires an amount of <span style="text-decoration: underline;">research points</span> to be accumulated before it is discovered. Each technology belongs to a <span style="text-decoration: underline;">technology category</span>, identified by its <span style="text-decoration: underline;">name</span>. A technology has an <span style="text-decoration: underline;">implementation price</span>, defined by at least one <span style="text-decoration: underline;">type of resource</span> and a positive <span style="text-decoration: underline;">quantity</span>. Finally, a technology may only be researched once its <span style="text-decoration: underline;">dependencies</span> (a set of other technologies) have been discovered.</span></p>
<p><span>In addition, a technology may provide some <span style="text-decoration: underline;">amount</span> of an <span style="text-decoration: underline;">empire production</span>.</span></p>
<p><a name="__RefHeading__3656_2003532168"></a> <span style="font-size: medium;"><strong>Fleet strategies</strong></span></p>
<p><span>Generally speaking, a <span style="text-decoration: underline;">fleet strategy</span> is described by a <span style="text-decoration: underline;">name</span> and a <span style="text-decoration: underline;">description</span>. In addition, all fleet strategies include a <span style="text-decoration: underline;">probability of intercepting shots to other fleets</span>, an <span style="text-decoration: underline;">advantage threshold</span> used to determine whether ground armies should be dropped to the planet&#8217;s surface, and an <span style="text-decoration: underline;">advantage multiplier</span> which indicates how much support a ship of size 1 gives to the ground armies. All strategies also include a <span style="text-decoration: underline;">probability of changing targets</span>.</span></p>
<p><a name="__RefHeading__3658_2003532168"></a> <span style="font-size: medium;">Defence strategies</span></p>
<p><span>A <span style="text-decoration: underline;">defence strategy</span> <span style="text-decoration: underline;">is a strategy</span> which can be used by fleets in defensive mode. In addition to the common strategy information, it also includes a <span style="text-decoration: underline;">probability of intercepting shots to the planet</span>.</span></p>
<p><a name="__RefHeading__3660_2003532168"></a> <span style="font-size: medium;">Attack strategies</span></p>
<p><span>An <span style="text-decoration: underline;">attack strategy</span> <span style="text-decoration: underline;">is a strategy</span> which can be used by attacking fleets. In addition to the common strategy information, attack strategies also include information related to attacking the planet: a <span style="text-decoration: underline;">weight modifier for ground structures</span>, which determines how likely a fleet using the strategy is to target the planet&#8217;s buildings; a <span style="text-decoration: underline;">military objectives modifier</span>, which indicates how likely the fleet is to target civilian structures, and a <span style="text-decoration: underline;">civilian casualties modifier</span>, which will be used to compute civilian casualties when firing at ground structures. In addition, because planets do not have strategies, the information regarding attack strategies&#8217; relative efficiency opposed to planets is included along with attack strategies. This information consists in 4 modifiers: <span style="text-decoration: underline;">aim</span> and <span style="text-decoration: underline;">damage</span> modifiers for the fleets, and <span style="text-decoration: underline;">aim</span> and <span style="text-decoration: underline;">damage</span> modifiers for planets.</span></p>
<p><!-- p { margin-bottom: 0.08in; } --><span style="font-size: medium;">Relative strengths</span></p>
<p><span>Each <span style="text-decoration: underline;">combination</span> of <span style="text-decoration: underline;">an attack strategy</span> with a <span style="text-decoration: underline;">defence strategy</span> is described through 2 sets of modifiers: <span style="text-decoration: underline;">aim and damage modifiers</span> for both the <span style="text-decoration: underline;">attacking</span> and the <span style="text-decoration: underline;">defending</span> sides.</span></p>
<p><a name="__RefHeading__3664_2003532168"></a> <span style="font-size: medium;"><strong>Stuff that can be built</strong></span></p>
<p><span>The database should contain the definition of all “<span style="text-decoration: underline;">buildable</span>” items. Such an item is always identified by a <span style="text-decoration: underline;">name</span>; it is associated with a <span style="text-decoration: underline;">description</span>, and its construction requires a positive amount of <span style="text-decoration: underline;">work</span>. In addition, all items which can be built carry a <span style="text-decoration: underline;">construction price</span> and a <span style="text-decoration: underline;">maintenance price</span>, both being a non-empty set of <span style="text-decoration: underline;">resource types</span> associated with positive <span style="text-decoration: underline;">quantities</span>.</span></p>
<p><a name="__RefHeading__3666_2003532168"></a> <span style="font-size: medium;">Building types</span></p>
<p><span>A <span style="text-decoration: underline;">building type</span> <span style="text-decoration: underline;">is a buildable item</span>. It generates at least one type of <span style="text-decoration: underline;">planet production</span>, with a <span style="text-decoration: underline;">maximal quantity</span> associated to each type of production. Each type of building provides <span style="text-decoration: underline;">a quantity of jobs</span> to be manned by the planets&#8217; population, and possesses a <span style="text-decoration: underline;">maximal amount of hit points</span>.</span></p>
<p><span>Buildings may also provide planet-side weaponry. A building may be associated with a <span style="text-decoration: underline;">type of weapon</span>, along with weapon characteristics – <span style="text-decoration: underline;">accuracy</span>, <span style="text-decoration: underline;">base damage</span>, <span style="text-decoration: underline;">charge time</span> and <span style="text-decoration: underline;">cool-down time</span>.</span></p>
<p><a name="__RefHeading__3668_2003532168"></a> <span style="font-size: medium;">Ship part types</span></p>
<p><span>A <span style="text-decoration: underline;">ship part</span> <span style="text-decoration: underline;">is a buildable item</span>. It belongs to a <span style="text-decoration: underline;">ship parts category</span> identified by a <span style="text-decoration: underline;">name</span> (a category may be a <span style="text-decoration: underline;">sub-category of another category</span>).</span></p>
<p><span>There are different types of ship part types, which correspond to major elements of a ship&#8217;s design.</span></p>
<p><span><strong>Rationale regarding the hybrid direct/meta modelling of ship parts:</strong> some of the ship parts&#8217; characteristics are essential in that they provide the basic description of a ship design; most of these characteristics are used as constraints during the design of a ship (for example, available hull space must be greater than / equal to the amount of used hull space multiplied by the empire&#8217;s miniaturisation capabilities). In addition, these basic characteristics should not change in further versions of LW. However, other characteristics corresponding to various special abilities are not necessary in most operations, and are likely to evolve as development progresses. The latter are stored using meta-modelling while the former are stored directly.</span></p>
<p><a name="__RefHeading__3670_2003532168"></a> <span style="font-size: small;"><strong>Hulls</strong></span></p>
<p><span>A <span style="text-decoration: underline;">hull</span> <span style="text-decoration: underline;">is a type of ship part</span> which <span style="text-decoration: underline;">provides space</span> for other parts. It is either <span style="text-decoration: underline;">mechanical or biological</span><em> </em>in nature, and defines the <span style="text-decoration: underline;">amount of hit points</span> as well as the basic <span style="text-decoration: underline;">manoeuvrability</span> of a ship. In addition, a hull may <span style="text-decoration: underline;">provide energy</span>. Finally, it <span style="text-decoration: underline;">may provide ship capabilities</span> in <span style="text-decoration: underline;">various quantities</span>.</span></p>
<p><a name="__RefHeading__3672_2003532168"></a> <span style="font-size: small;"><strong>Generators</strong></span></p>
<p><span>A <span style="text-decoration: underline;">generator</span> <span style="text-decoration: underline;">is a type of ship part</span> which <span style="text-decoration: underline;">consumes space</span> in a ship&#8217;s hull and <span style="text-decoration: underline;">provides energy</span>. It <span style="text-decoration: underline;">may require the ship to be mechanical or biological</span>.</span></p>
<p><a name="__RefHeading__3674_2003532168"></a> <span style="font-size: small;"><strong>Normal space engine</strong></span></p>
<p><span>A <span style="text-decoration: underline;">normal space engine</span> <span style="text-decoration: underline;">is a type of ship part</span> which <span style="text-decoration: underline;">consumes space</span> in a ship&#8217;s hull and <span style="text-decoration: underline;">requires energy</span>. It provides <span style="text-decoration: underline;">thrust</span>. It <span style="text-decoration: underline;">may require the ship to be mechanical or biological</span>.</span></p>
<p><span style="font-size: small;"><em><strong>Hyperspace engines</strong></em></span></p>
<p><span><em>A <span style="text-decoration: underline;">Hyperspace engine</span> <span style="text-decoration: underline;">is a type of ship part</span> which <span style="text-decoration: underline;">consumes space</span> in a ship&#8217;s hull and <span style="text-decoration: underline;">requires energy</span>. It provides <span style="text-decoration: underline;">Hyperspace displacement power</span>. It <span style="text-decoration: underline;">may require the ship to be mechanical or biological</span>.</em></span></p>
<p><span style="font-size: small;"><em><strong>Hybrid engines</strong></em></span></p>
<p><span><em>A <span style="text-decoration: underline;">hybrid engine</span> is an engine that is <span style="text-decoration: underline;">both a normal space engine and a Hyperspace engine</span>.</em></span></p>
<p><a name="__RefHeading__3676_2003532168"></a> <span style="font-size: small;"><strong>Weapons</strong></span></p>
<p><span>A <span style="text-decoration: underline;">weapon</span> <span style="text-decoration: underline;">is a type of ship part</span> which <span style="text-decoration: underline;">consumes space</span> in a ship&#8217;s hull and <span style="text-decoration: underline;">requires energy</span>. It is associated with a <span style="text-decoration: underline;">weapon type</span>, and possesses a <span style="text-decoration: underline;">charge time</span>, a <span style="text-decoration: underline;">cool-down time</span>, an <span style="text-decoration: underline;">accuracy</span> value (which is a probability) and a <span style="text-decoration: underline;">base damage</span>.</span></p>
<p><a name="__RefHeading__3678_2003532168"></a> <span style="font-size: small;"><strong>Countermeasures</strong></span></p>
<p><span>A <span style="text-decoration: underline;">countermeasure</span> <span style="text-decoration: underline;">is a type of ship part</span> which <span style="text-decoration: underline;">consumes space</span> in a ship&#8217;s hull and <span style="text-decoration: underline;">requires energy</span>. It is associated with a <span style="text-decoration: underline;">defence type</span> and possesses an <span style="text-decoration: underline;">absorption probability</span>, a <span style="text-decoration: underline;">maximal absorption value</span> and a <span style="text-decoration: underline;">per-minute absorption recovery value</span>.</span></p>
<p><a name="__RefHeading__3680_2003532168"></a> <span style="font-size: small;"><strong>Other ship parts</strong></span></p>
<p><span>Any <span style="text-decoration: underline;">other type of ship part</span> is a <span style="text-decoration: underline;">ship part</span> which <span style="text-decoration: underline;">consumes space</span> in a ship&#8217;s hull and <span style="text-decoration: underline;">may require </span>energy to function. It <span style="text-decoration: underline;">may provide ship capabilities</span> in <span style="text-decoration: underline;">various quantities</span>.</span></p>
<p><!-- td p { margin-bottom: 0in; }td p.western { font-size: 7pt; }td p.cjk { font-size: 10pt; }th p { margin-bottom: 0in; }th p.western { font-size: 8pt; }th p.cjk { font-size: 10pt; }p { margin-bottom: 0.08in; } --><span style="font-size: small;"><strong>Summary of ship part “types” and associated information</strong></span></p>
<p><span>The table below is a summary of the information required by the various “families” of ship parts listed above.</span></p>
<div style="overflow:auto">
<table border="1" cellspacing="0" cellpadding="4" width="100%">
<col width="28*"></col>
<col width="24*"></col>
<col width="26*"></col>
<col width="27*"></col>
<col width="29*"></col>
<col width="30*"></col>
<col width="28*"></col>
<col width="35*"></col>
<col width="28*"></col>
<thead>
<tr valign="TOP">
<th width="11%">Information</th>
<th width="9%">Hulls</th>
<th width="10%">Generator</th>
<th width="11%">N.S. engine</th>
<th width="11%">H.S. engine</th>
<th width="12%">Hybrid engine</th>
<th width="11%">Weapon</th>
<th width="14%">Countermeasure</th>
<th width="11%">Other</th>
</tr>
</thead>
<tbody>
<tr valign="TOP">
<td width="11%">Available space</p>
<p>Ship basics</td>
<td width="9%">Always</td>
<td width="10%"></td>
<td width="11%"></td>
<td width="11%"></td>
<td width="12%"></td>
<td width="11%"></td>
<td width="14%"></td>
<td width="11%"></td>
</tr>
<tr valign="TOP">
<td width="11%">Used space</td>
<td width="9%"></td>
<td width="10%">Always</td>
<td width="11%">Always</td>
<td width="11%">Always</td>
<td width="12%">Always</td>
<td width="11%">Always</td>
<td width="14%">Always</td>
<td width="11%">Always</td>
</tr>
<tr valign="TOP">
<td width="11%">Provided energy</td>
<td width="9%">Sometimes</td>
<td width="10%">Always</td>
<td width="11%"></td>
<td width="11%"></td>
<td width="12%"></td>
<td width="11%"></td>
<td width="14%"></td>
<td width="11%"></td>
</tr>
<tr valign="TOP">
<td width="11%">Used energy</td>
<td width="9%"></td>
<td width="10%"></td>
<td width="11%">Always</td>
<td width="11%">Always</td>
<td width="12%">Always</td>
<td width="11%">Always</td>
<td width="14%">Always</td>
<td width="11%">Always</td>
</tr>
<tr valign="TOP">
<td width="11%">Capabilities</td>
<td width="9%">Sometimes</td>
<td width="10%">Sometimes</td>
<td width="11%">Sometimes</td>
<td width="11%">Sometimes</td>
<td width="12%">Sometimes</td>
<td width="11%">Sometimes</td>
<td width="14%">Sometimes</td>
<td width="11%">At least 1</td>
</tr>
<tr valign="TOP">
<td width="11%">Hyperspace power</td>
<td width="9%"></td>
<td width="10%"></td>
<td width="11%"></td>
<td width="11%">Always</td>
<td width="12%">Always</td>
<td width="11%"></td>
<td width="14%"></td>
<td width="11%"></td>
</tr>
<tr valign="TOP">
<td width="11%">Normal space thrust</td>
<td width="9%"></td>
<td width="10%"></td>
<td width="11%">Always</td>
<td width="11%"></td>
<td width="12%">Always</td>
<td width="11%"></td>
<td width="14%"></td>
<td width="11%"></td>
</tr>
<tr valign="TOP">
<td width="11%">Weapons</td>
<td width="9%"></td>
<td width="10%"></td>
<td width="11%"></td>
<td width="11%"></td>
<td width="12%"></td>
<td width="11%">Always</td>
<td width="14%"></td>
<td width="11%"></td>
</tr>
<tr valign="TOP">
<td width="11%">Countermeasures</td>
<td width="9%"></td>
<td width="10%"></td>
<td width="11%"></td>
<td width="11%"></td>
<td width="12%"></td>
<td width="11%"></td>
<td width="14%">Always</td>
<td width="11%"></td>
</tr>
<tr valign="TOP">
<td width="11%">Type requirement</td>
<td width="9%"></td>
<td width="10%">Sometimes</td>
<td width="11%">Sometimes</td>
<td width="11%">Sometimes</td>
<td width="12%">Sometimes</td>
<td width="11%">Sometimes</td>
<td width="14%">Sometimes</td>
<td width="11%">Sometimes</td>
</tr>
</tbody>
</table>
</div>
]]></content:encoded>
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		<title>Milestone 2 &#8211; Ground combat</title>
		<link>http://blog.legacyworlds.com/index.php/2010-08-12/milestone-2-ground-combat/</link>
		<comments>http://blog.legacyworlds.com/index.php/2010-08-12/milestone-2-ground-combat/#comments</comments>
		<pubDate>Thu, 12 Aug 2010 08:09:45 +0000</pubDate>
		<dc:creator>TSeeker</dc:creator>
				<category><![CDATA[Game design]]></category>
		<category><![CDATA[Milestones]]></category>
		<category><![CDATA[battles]]></category>
		<category><![CDATA[buildings]]></category>
		<category><![CDATA[drop pods]]></category>
		<category><![CDATA[ground armies]]></category>
		<category><![CDATA[ground combat]]></category>
		<category><![CDATA[planets]]></category>
		<category><![CDATA[ships]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/?p=209</guid>
		<description><![CDATA[I had thought this would be posted on Monday, but I didn&#8217;t have the time to do so &#8211; my apologies. This post will explain the basics of the ground combat system, which consists in three major steps: computing the &#8220;advantage&#8221; value, deciding which armies to drop to / to extract from the planet, and [...]]]></description>
			<content:encoded><![CDATA[<p>I had thought this would be posted on Monday, but I didn&#8217;t have the time to do so &#8211; my apologies. This post will explain the basics of the ground combat system, which consists in three major steps: computing the &#8220;advantage&#8221; value, deciding which armies to drop to / to extract from the planet, and computing the results of the fight.</p>
<p>Before I start, two important precisions are necessary. First, while there <em>is</em> actual ground combat (which is quite different from previous versions), players have no <em>direct</em> influence over it &#8211; everything is based on fleet strategies, and there are no actual ground units. Second, this ground combat system is definitely not the final version, it will be rewritten for M3 when the &#8220;real&#8221; planet management system is added.</p>
<p><span id="more-209"></span><strong>Origins of ground armies</strong></p>
<p>Ground armies come from 3 different sources.</p>
<ul>
<li>The planet itself provides a ground army, whose size depend on the planet&#8217;s population and happiness at the beginning of the battle.</li>
<li>Buildings may provide ground armies.</li>
<li>All ships (both defensive and offensive) may carry ground army drop pods.</li>
</ul>
<p>﻿<strong>Advantage index</strong></p>
<p>The advantage index is a value between 0 and 1 that determines which side has the advantage. It is initially slightly in favour of defensive armies. However, it is affected by ships and buildings on both sides. Each ship increases the advantage for its side by a value that is determined by its fleet&#8217;s strategy; of course, buildings provide a fixed, pre-defined advantage increase for the defenders. The closer the value is to 0.5, the less clear the ground situation is &#8211; casualties will be high on both sides. If the value gets close to 0, then the attackers gain the advantage and they can inflict massive damage without suffering too much in return. Of course, the situation is reversed if the value is close to 1.</p>
<p><strong>Dropping and extracting armies</strong></p>
<p>Ships carrying armies will drop or extract their armies depending on this advantage index and on a setting that is determined by the fleet&#8217;s strategy. For example, in the current simulations, attacking fleets drop their armies below 0.55 while defending fleets drop theirs above .3 (they will therefore defend as long as the situation isn&#8217;t too desperate). Of course, this does not apply to armies provided by the planet itself or by buildings, which will always be present on the planet&#8217;s surface.</p>
<p><strong>Damage</strong></p>
<p>Damage to ground armies is partially determined by the advantage index. It is also strongly affected by the armies&#8217; size: a very small army will probably lose against a much bigger one, even if the advantage index is totally in its favour &#8211; while it will inflict quite a lot of damage to the big army and not lose much at each battle update, it will end up dead eventually.</p>
<p>In the case of ground armies provided by ships and building, any  damage to the army will translate back to its &#8220;container&#8221;, and  vice-versa (any damage to the ship or building will reduce the size of  the army).</p>
<p><strong>Conquest</strong></p>
<p>A planet is conquered when defending ground armies have been killed. The major consequence of this is that it is now entirely possible to conquer a planet while the battle is still being fought in orbit. I am still hesitating about what to do when this happens regarding the status of fleets &#8211; the best thing being to make it a setting.</p>
<p><strong>Next time&#8230;</strong></p>
<p>Unless you have questions or suggestions, which you should post as comments, the next post will not appear for quite a while. It will be about the battle computation&#8217;s implementation or about the database&#8217;s structure in M2, whichever comes first&#8230;</p>
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		<title>Stock markets (1/2)</title>
		<link>http://blog.legacyworlds.com/index.php/2008-12-15/stock-markets-1/</link>
		<comments>http://blog.legacyworlds.com/index.php/2008-12-15/stock-markets-1/#comments</comments>
		<pubDate>Mon, 15 Dec 2008 10:00:56 +0000</pubDate>
		<dc:creator>TSeeker</dc:creator>
				<category><![CDATA[Game design]]></category>
		<category><![CDATA[base income]]></category>
		<category><![CDATA[buildings]]></category>
		<category><![CDATA[factories]]></category>
		<category><![CDATA[laws]]></category>
		<category><![CDATA[money]]></category>
		<category><![CDATA[planets]]></category>
		<category><![CDATA[stock market]]></category>
		<category><![CDATA[technologies]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/?p=95</guid>
		<description><![CDATA[Beta 6 introduces an optional system of stock markets which, while usually being beneficial as they increase revenues, also happen to create a small risk of economic depression. A planet&#8217;s stock market normally affects only the output of industrial factories &#8211; however, some laws allow the planet&#8217;s base income to be indexed on its value [...]]]></description>
			<content:encoded><![CDATA[<p>Beta 6 introduces an optional system of stock markets which, while usually being beneficial as they increase revenues, also happen to create a small risk of economic depression. A planet&#8217;s stock market normally affects only the output of industrial factories &#8211; however, some laws allow the planet&#8217;s base income to be indexed on its value (of course, this is a &#8220;use at your own risk&#8221; situation <img src='http://blog.legacyworlds.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> )</p>
<p><span id="more-95"></span></p>
<p><strong>Stock market buildings</strong></p>
<p>Of course, in order to use the stock market system, specific buildings have to be constructed. There are two categories of buildings that have an influence on the stock market system.</p>
<p>The first category contains the actual stock market buildings; only one such building can be constructed on each planet. The category contains four &#8220;levels&#8221;, each level providing higher benefits and lower risks.</p>
<table style="margin: 0pt 5%;" border="1" width="90%">
<tbody>
<tr>
<td>Planetary stock market</td>
<td>Stock markets are the basic foundation for the formation of an economy. The Planetary stock market provides the most basic service and market trends, allowing the income of the planet to increase. However, like with most processes, it can sometimes produce negative growth.</td>
</tr>
<tr>
<td>Interplanetary stock market</td>
<td>The upgraded version of the planetary stock market connects the information with other neighbouring planets creating a more stable system of employment and market factors. It is better adapted at keeping the market in positive growth than it&#8217;s predecessor, although still suffers from negative growth at times.</td>
</tr>
<tr>
<td>Imperial stock market</td>
<td>Using indicators and markets across the empire to predict and formulate growth patterns, the Imperial stock market has better control of the market producing more periods of positive growth than the Interplanetary stock market, but cannot eradicate negative growth.</td>
</tr>
<tr>
<td>Universal stock market</td>
<td>The best stock market available, the Universal stock market is incredibly powerful in keeping the market in positive growth, drawing on information from all other planets in the universe to generate the market and help direct it. Unfortunately markets tend to still be unpredictable and occasionally produce negative growth.</td>
</tr>
</tbody>
</table>
<p>In addition to the stock market itself, an economic simulator can be constructed (providing that one is available, of course); economic simulators are supercomputers which specialise in trying to predict the market&#8217;s tendencies, therefore anticipating problems and helping solve them. Like the stock market building, only one economic simulator might be built on each planet.</p>
<table style="margin: 0pt 5%;" border="1" width="90%">
<tbody>
<tr>
<td>Stock market analyser</td>
<td>By predicting the overall trend shown in the stock markets, the output can be carefully regulated to increase the productivity of the entire planet. It requires a lot of labour and some nifty technology to build.</td>
</tr>
<tr>
<td>Stock market Oracle</td>
<td>Called the &#8220;Oracle&#8221; because of its uncanny accuracy in predicting the trends of the market and planetary output, this large supercomputer is a step up from the heavy, labour-intensive stock market analyser.</td>
</tr>
<tr>
<td>Market biosimulator</td>
<td>Even the most complex and detailed supercomputers cannot comprehend a change in the system that may not have been encoded within its programming. By adding a biological element the biosimulator accuracy is remarkable, but requires vast amounts of technologies to pull it off.</td>
</tr>
<tr>
<td>Quantum biosimulator</td>
<td>Further improving on the technology used in the Market biosimulator, this ultimate market prediction computer uses its own &#8220;copies&#8221; in alternate universes to simulate even more potential situation, resulting in an unprecedented prediction rate and accuracy, while using slightly less space on the planet&#8217;s surface.</td>
</tr>
</tbody>
</table>
<p><strong>Regulating stock market usage</strong></p>
<p>While the stock market&#8217;s output cannot be affected directly, players can control how it is used through two sets of laws. The exact names of these laws have not been determined yet, but the principles are described below.</p>
<p>One of the sets controls the nationalisation or privatisation of the planet&#8217;s industry. When the industry is nationalised, the state gets the full benefits from the factories&#8217; production, but the stock market has no influence over these benefits. The higher the privatisation level, and the lower the direct benefits for the empire; however, since the stock market&#8217;s value affects the output, these benefits are sometimes heightened. With the lowest level of privatisation and the lowest level of stock market building, the benefits will range between 95% and 105% of what they would normally be; on the other side of the spectrum, the benefits will range from 89% to 135% of normal (the potential loss is higher, but it is more likely to increase the overall benefits). One last option remains &#8211; a law which can only be obtained by empires with the &#8220;Sneaky&#8221; alignment. This law allows the state to pretend the industry is controlled by the private sector, while actually owning it through a set of holdings and fake companies. In this case, the benefits will be between 96% and 145% of normal.</p>
<p>The second set of laws allows players to privatise their planets&#8217; tax collection infrastructure. This will affect the planets&#8217; base income, indexing it on the stock market.</p>
<p><strong>Next time, on the LWB6 blog&#8230;</strong></p>
<p>This post explained the basics of the stock market system &#8211; how it is enabled and how a player interacts with it. Next time, we&#8217;ll take a look at how it actually works.</p>
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		<title>Employment</title>
		<link>http://blog.legacyworlds.com/index.php/2008-03-26/employment/</link>
		<comments>http://blog.legacyworlds.com/index.php/2008-03-26/employment/#comments</comments>
		<pubDate>Wed, 26 Mar 2008 08:11:15 +0000</pubDate>
		<dc:creator>TSeeker</dc:creator>
				<category><![CDATA[Game design]]></category>
		<category><![CDATA[buildings]]></category>
		<category><![CDATA[employment]]></category>
		<category><![CDATA[planets]]></category>
		<category><![CDATA[population]]></category>
		<category><![CDATA[species]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-03-26/employment/</guid>
		<description><![CDATA[While Beta 5 only featured three different types of buildings, we stated in an earlier post that Beta 6 will feature dozens. But that isn&#8217;t the only building-related change Beta 6 will introduce, far from it. One of the worst defects in Beta 5 was the &#8220;optimal factories&#8221; computation &#8211; it relied on nothing but [...]]]></description>
			<content:encoded><![CDATA[<p>While Beta 5 only featured three different types of buildings, we stated in an earlier post that Beta 6 will feature dozens. But that isn&#8217;t the only building-related change Beta 6 will introduce, far from it.</p>
<p>One of the worst defects in Beta 5 was the &#8220;optimal factories&#8221; computation &#8211; it relied on nothing but arbitrary values and had one big flaw: it was supposed to prevent older players from being too powerful compared to newer players by having a decreasing derivative (yes, as in maths). This had a completely reverse consequence &#8211; people would just &#8220;whore&#8221; the planets and go away, having high population wouldn&#8217;t give you enough of an advantage in the long run.</p>
<p>Beta 6&#8242;s buildings will be managed in a completely different way. Instead of using arbitrary formulas, the new system will rely on a more realistic computation based on the size of the workforce available on a planet, the amount of jobs the buildings provide and what we call &#8220;secondary jobs&#8221; &#8211; construction, maintenance, police&#8230;</p>
<p><span id="more-29"></span>Each planet will have a population composed of various species &#8211; or at least that&#8217;s how it <em>can</em> be. As we already stated earlier, each species has specific characteristics. The first important characteristic (when it comes to employment, anyway) is the activity ratio: individuals belonging to a species may (or may not) be willing to work more than others, or have a longer &#8220;efficient&#8221; lifespan&#8230;  This allows us to compute the size of the available workforce on a planet.</p>
<p>But then, species have different abilities &#8211; some are frail, some are extremely robust; some are clever, some are brainless brutes&#8230; The available workforce is considered to have three characteristics: an efficiency indicator for manual work (manufacturing, mining, construction, etc.), another one for intellectual work (research, medicine&#8230;) and one for soldiering (police force, defense&#8230;). These indicators are computed from the species-specific indicators and the ratio each species represents relative to the total size of the workforce. A random example would be that, if you have two populations of equal size and with the same activity ratio, one species being awful at intellectual work and the other being extremely good at it, the final workforce will be average at it. While not strictly realistic (as the guys who are good at something would probably have priority for jobs related to this ability), it should work.</p>
<p>Now that we know how the workforce is constituted and characterised,  let&#8217;s move on to employment itself.</p>
<p>There are two main types of jobs on a planet: primary jobs, which are provided by buildings, and secondary jobs. The latter include construction, maintenance, research, security and a few unrelated jobs (your local Kebab shop, no doubt).</p>
<p>As long as there are fewer jobs than workers, the workers man all available positions completely. However, when the amount of free jobs is greater, the population starts working overtime. To compute this, we consider that people slowly take up additional 8-hour shifts, within a limit of 2.2 shifts (that&#8217;s 18 hours a day per worker on average).</p>
<p>However, available positions are never completely filled when people are working extra shifts. In fact, the more jobs are available, the less efficient people are. While this can be profitable in the short term, &#8220;whoring&#8221; the planets won&#8217;t work, as the efficiency will decrease and, at some point, the loss will become greater than the gain (not to mention the hit on happiness, but that is something we&#8217;ll explain later). In addition, insufficiently manned buildings will cause more pollution than they normally do, since people are less careful with what they do when they&#8217;re overworked.</p>
<p>It is possible to modify the priority given to secondary jobs over primary jobs (or vice versa); if they have a low priority, secondary jobs will always be short on workforce, even if many workers are available. A high priority, on the contrary, will cause these jobs to be fully manned, even if more jobs are available from buildings. An intermediary setting will cause the workers to abandon secondary jobs in favour of primary jobs if many of them are available. While this allows empires to have a finer control on what their population is doing, it is a double-edged sword as the buildings will start degrading if the planet is short on maintenance workers. Changing this setting is not instantaneous either &#8211; people slowly convert from one type of job to another, so the larger the workforce, the longer the conversion takes.</p>
<p>Final point &#8211; a building&#8217;s efficiency is computed from the workforce&#8217;s abilities, and from the shifts that are actually being worked. Each building&#8217;s output depends on a combination of manual, intellectual and soldiering work.</p>
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