<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>LegacyWorlds Beta 6 &#187; resources</title>
	<atom:link href="http://blog.legacyworlds.com/index.php/tag/resources/feed/" rel="self" type="application/rss+xml" />
	<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>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
		<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>
			<wfw:commentRss>http://blog.legacyworlds.com/index.php/2010-10-30/milestone-2-database-contents-game-definitions/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Towards Milestones 2 and 3</title>
		<link>http://blog.legacyworlds.com/index.php/2010-07-13/towards-milestones-2-and-3/</link>
		<comments>http://blog.legacyworlds.com/index.php/2010-07-13/towards-milestones-2-and-3/#comments</comments>
		<pubDate>Tue, 13 Jul 2010 12:00:58 +0000</pubDate>
		<dc:creator>TSeeker</dc:creator>
				<category><![CDATA[Milestones]]></category>
		<category><![CDATA[battles]]></category>
		<category><![CDATA[fleets]]></category>
		<category><![CDATA[milestone 2]]></category>
		<category><![CDATA[milestone 3]]></category>
		<category><![CDATA[research]]></category>
		<category><![CDATA[resources]]></category>
		<category><![CDATA[ship design]]></category>
		<category><![CDATA[technologies]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/?p=176</guid>
		<description><![CDATA[The initial milestones post described milestone 2 as being oriented towards planet management and milestone 3 as introducing the new ships (in addition to the research system). Because the delay between milestones will be much higher than initially announced, a few changes need to be made. Milestone 1 is definitely not a good game, in [...]]]></description>
			<content:encoded><![CDATA[<p><!-- 		@page { margin: 0.79in } 		P { margin-bottom: 0.08in } 		A:link { so-language: zxx } -->The initial <a href="../index.php/2010-02-20/milestones-to-beta-6/">milestones post</a> described milestone 2 as being oriented towards planet management and milestone 3 as introducing the new ships (in addition to the research system). Because the delay between milestones will be much higher than initially announced, a few changes need to be made.</p>
<p>Milestone 1 is definitely not a <em>good</em> game, in that there are no incentives for anyone to actually fight (which was also true of Beta 5, with the exception of corruption which never really worked as anticipated). If the next step had been planet management, as was initially announced, it would have made it even worse, as the relatively heavy Beta 6 rules on this point would have added complexity, but no incentive, and no reason to spend money on anything other than just “breeding planets”.</p>
<p><span id="more-176"></span></p>
<p><!-- 		@page { margin: 0.79in } 		P { margin-bottom: 0.08in } 		H2 { margin-bottom: 0.08in } 		H2.western { font-family: "Arial", sans-serif; font-size: 14pt; font-style: italic } 		H2.cjk { font-size: 14pt; font-style: italic } 		H2.ctl { font-size: 14pt; font-style: italic } --></p>
<h2>Milestone 2, reloaded</h2>
<p>The (new) second milestone must therefore concentrate on bringing these two elements to the game.</p>
<p>First of all, the new ship design and fleet management system will be added. Ships will be capable of carrying three different types of weaponry (beam weapons, mass drivers and missiles), as well as their countermeasures (shields, armours and point defences, respectively). But since a weapon in space isn&#8217;t really much of a viable ship, other parts will be provided – hulls of various sizes and engines. Finally, a “special module”, the drop pod, will allow ground troops to be deployed. A few default designs will be provided, but you will have the option to customise the designs or to create new ones.</p>
<p>Why is this important? Because, by changing the fleet&#8217;s configurations, you might gain an advantage on your enemy. For example, if you are at war with someone who uses mass drivers and shields, you might want to construct or refit ships to use heavy armour and missiles. This constant need to adapt will cost money, which should take care of one of the problems mentioned above.</p>
<p>The second problem remains, however. Why would you go fight your neighbour if there is no actual reason to do so? The solution is relatively easy to find. Why are there wars, in the real world? The major reason for that is resources. As a consequence, the resource system which was planned for Milestone 4 will be added in the next release. However, to keep things simple for now, resources will only be found on planets (which will remain the only available map objects for the time being), and won&#8217;t come in too many varieties. Most advanced technologies will require resources to be used.</p>
<p>While what we just discussed hopefully took care of both major problems, they introduced new ones.</p>
<p>A consequence of the new fleet system is that the hastily designed, totally unbalanced battle system from Milestone 1 <em>has</em> to go. This is not a bad thing, it&#8217;s just worth mentioning.</p>
<p>Many ship parts, many new types of turrets (as they would have to follow the same pattern as ship weapons), mining facilities to extract resources&#8230; The line-based research system of Milestone 1 will not be sufficient to handle this. A graph-based research system, similar in structure to Beta 5&#8242;s, will be implemented. It will not feature any optional technologies at this point, as this would require some form of technology exchange. In addition, the “research budget” system used in Beta 5 will be replaced with a much simpler system allowing per-technology control.</p>
<p>In addition to the above features, which should introduce major changes to the gameplay, a few minor elements might be added, depending on how much time I have: a new user interface as well as replacements for both internal messages and the “normal” messaging system. The French translation may or may not be included.</p>
<p>Because of my relatively heavy schedule, Milestone 2 will be released sometime between April and June of 2011.</p>
<h2>So, what about Milestone 3?</h2>
<p>Milestone 3 has become more distant. It will definitely feature the new planet management system (from M2 in the initial post), the new economy and in-system objects (M4). It will also include forums, although its alliance management will remain simplistic – this will allow Beta 5 to finally rest in peace. It might also include the new universe structure, but that is a big “maybe”. A few alien races might be present as well.</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.legacyworlds.com/index.php/2010-07-13/towards-milestones-2-and-3/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Resources</title>
		<link>http://blog.legacyworlds.com/index.php/2008-03-28/resources/</link>
		<comments>http://blog.legacyworlds.com/index.php/2008-03-28/resources/#comments</comments>
		<pubDate>Fri, 28 Mar 2008 11:28:53 +0000</pubDate>
		<dc:creator>TSeeker</dc:creator>
				<category><![CDATA[Raw bits]]></category>
		<category><![CDATA[asteroids]]></category>
		<category><![CDATA[mining]]></category>
		<category><![CDATA[nebulae]]></category>
		<category><![CDATA[planets]]></category>
		<category><![CDATA[resources]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-03-28/resources/</guid>
		<description><![CDATA[We have already mentioned several times in comments that Beta 6 would include more resources than just money. There are in fact several types of natural resources which can be mined from various sources such as nebulae or asteroids. There are 3 different types of resources: gases, minerals and dark matter. While dark matter is [...]]]></description>
			<content:encoded><![CDATA[<p>We have already mentioned several times in comments that Beta 6 would include more resources than just money. There are in fact  several types of natural resources which can be mined from various sources such as nebulae or asteroids. There are 3 different types of resources: gases, minerals and dark matter. While dark matter is a one-of-a-kind resource, gases and minerals come in different sub-types.</p>
<p>Resources are extracted from mines on a planet&#8217;s surface, or using mining stations, which are specific space station modules equipped with mining ships; however, to ease the process, the empire never manages these mining ships directly. They are considered a part of the station.</p>
<p><span id="more-30"></span>Different types of minerals can be found on both planets and asteroids. To find minerals on a planet, owning it is enough; special agents can also obtain this information from planets owned by other empires, and probes sent to investigate a planet may be able to discover it as well. Minerals in asteroid belts can be located using probes or a mining station&#8217;s scouting abilities. Note that, to spot minerals other than titanium and copper, some technologies may be required. Some resources can be extracted faster than others due to their nature.</p>
<table style="margin: 0pt 5%" border="1" width="90%">
<tr>
<th align="left" width="15%">Name</th>
<th align="left" width="15%">Frequency</th>
<th align="left" width="15%">Extraction rate</th>
<th align="left" width="20%">Sources</th>
</tr>
<tr>
<td>Titanium</td>
<td>Common</td>
<td>Easy</td>
<td>Planets, asteroids</td>
</tr>
<tr>
<td>Copper</td>
<td>Common</td>
<td>Easy</td>
<td>Planets</td>
</tr>
<tr>
<td>Rhebium</td>
<td>Common</td>
<td>Medium</td>
<td>Asteroids</td>
</tr>
<tr>
<td>Strentium</td>
<td>Rare</td>
<td>Medium</td>
<td>Planets, asteroids</td>
</tr>
<tr>
<td>Kirhium</td>
<td>Rare</td>
<td>Hard</td>
<td>Planets</td>
</tr>
<tr>
<td>Rhodunium</td>
<td>Rare</td>
<td>Hard</td>
<td>Asteroids</td>
</tr>
<tr>
<td>Dororhium</td>
<td>Very rare</td>
<td>Futile</td>
<td>Planets, asteroids</td>
</tr>
<tr>
<td>Rhundantium</td>
<td>Very rare</td>
<td>Futile</td>
<td>Asteroids</td>
</tr>
<tr>
<td>Nothentium</td>
<td>Very rare</td>
<td>Diabolically Hard</td>
<td>Planets</td>
</tr>
</table>
<p>All of the game&#8217;s planets and asteroid belts feature some of these resources. However, the less common an element is, the smaller the amount of it which can be found and the lower its regeneration rate.</p>
<p>Gases can only be found in nebulae; in order to first discover a source of some gas, a player has to first send ships or probes to that location, or use a mining station&#8217;s scouting abilities. None of the gases are visible by default, they require at least one of the nebulae extraction technologies.</p>
<table style="margin: 0pt 5%" border="1">
<tr>
<th align="left" width="15%">Name</th>
<th align="left" width="15%">Frequency</th>
</tr>
<tr>
<td>Nerhedion</td>
<td>Common</td>
</tr>
<tr>
<td>Trikantion</td>
<td>Common</td>
</tr>
<tr>
<td>Rhanthion</td>
<td>Rare</td>
</tr>
<tr>
<td>Korion</td>
<td>Rare</td>
</tr>
<tr>
<td>Strivestron</td>
<td>Very rare</td>
</tr>
<tr>
<td>Irunstrion</td>
<td>Very rare</td>
</tr>
</table>
<p>All types of gases are present in a nebula, but the less common a gas is, the smaller the amount. The rate of regeneration depends on the nebula&#8217;s class &#8211; class 8 nebulae will regenerate more than class 1 nebulae. This is balanced in the end as, the higher the class, the less common the nebula type is.</p>
<p>The final type of resource is dark matter. Dark matter can be obtained from the Oort cloud of systems neighbouring a black hole, provided the player has the appropriate technologies. Dark matter can be detected either by probes or by the mining stations&#8217; scouting ability.</p>
<p>The amounts of dark matter available are relatively high around natural black holes, and much smaller around black holes created through the space-time drilling technology. In both cases, the regeneration rate is low.</p>
<p>Do you think there are enough resources? Too many of them? What do you think of the few details included about extracting resources?</p>
]]></content:encoded>
			<wfw:commentRss>http://blog.legacyworlds.com/index.php/2008-03-28/resources/feed/</wfw:commentRss>
		<slash:comments>11</slash:comments>
		</item>
	</channel>
</rss>

