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	<title>LegacyWorlds Beta 6 &#187; formula</title>
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	<description>Updates on the new version&#039;s design and progress</description>
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		<title>Writing formulas &#8211; part 1</title>
		<link>http://blog.legacyworlds.com/index.php/2008-04-25/writing-formulas-part-1/</link>
		<comments>http://blog.legacyworlds.com/index.php/2008-04-25/writing-formulas-part-1/#comments</comments>
		<pubDate>Fri, 25 Apr 2008 13:34:21 +0000</pubDate>
		<dc:creator>TSeeker</dc:creator>
				<category><![CDATA[Game design]]></category>
		<category><![CDATA[formula]]></category>

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		<description><![CDATA[One of the most important and tricky aspects of Beta 6&#8242;s design is the creation of formulas. This series of posts (don&#8217;t ask me how many will be written, I really don&#8217;t know) will try to explain the process. In this first post I&#8217;ll present the different types of formulas that need to be written [...]]]></description>
			<content:encoded><![CDATA[<p>One of the most important and tricky aspects of Beta 6&#8242;s design is the creation of formulas. This series of posts (don&#8217;t ask me how many will be written, I really don&#8217;t know) will try to explain the process.</p>
<p>In this first post I&#8217;ll present the different types of formulas that need to be written in order to create a game such as Legacy Worlds.<br />
<span id="more-37"></span></p>
<p>There are actually two very different types of formulas. Some formulas are directly related to some of the in-game parameters, for example the employment computation; when writing these formulas, the most important aspect to think about is the intended <em>meaning</em> of the result. They must remain as true to a simplification of reality as possible, and the logic behind them can be assessed with relative ease.</p>
<p>The second type of formulas is much harder to figure out: it includes all generic formulas, which can then be used as elements of other formulas. One typical example of this is the &#8220;happiness curve&#8221;, a parametric formula which is used by the happiness computation to determine the effects of employment or security level on a population&#8217;s happiness.</p>
<p>The problem with these formulas is their abstraction &#8211; the fact that they can&#8217;t be linked to any &#8220;real&#8221; situation directly. There are two ways to solve this problem: either writing them as a part of another formula, or writing them with the desired curve&#8217;s shape in mind. However the result can&#8217;t be trusted without simulation, as they do not directly affect anything &#8220;real&#8221; &#8211; this type of formula is closer to what was used in Beta 5 (for example the optimal factories formula) and the consequences of a mistake here can be terrible and hard to spot.</p>
<p>We will concentrate on the first type of formulas in the next few posts of this series; I will use the employment formula as an example, and detail it (yes, it means you&#8217;ll get the formula, but that won&#8217;t get you very far). Later on, we&#8217;ll get to the second type of formulas, probably using the &#8220;opposition formula&#8221; as an example.</p>
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