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quote: Original post by Wavinator
An empire is made up of areas, NPCs, and objects.
Attributes can be modified by NPCs, objects, and the player. The actions the player can take == how these are attribs are modified. Example: Decrease a population by poisoning the water supply, increase the wealth of church by donating coins, etc.
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Just waiting for the mothership...
quote: Original post by Paul Cunningham
If the economy is large enough then the players input would not be significant enough to warrant very noticable changes. So in order for the player/characters actions to effect the economy in any noticable way then maybe his/her actions should have a domino effect of somekind. Like, as the player gains more levels/status then people look up to him/her and start doing similar things. With this sort of NPC help then the players actions could (more understandingly) would have some sort of effect on Empire economies?! Well thats just one way to do it i presume
quote: Original post by Paul Cunningham
Sound''s like a very hard Game Design you''re working on there. You sure you''re not biting off more than you can chew?!
quote: I really don''t know how you will do it but best of luck to you, sincerly![]()
quote: Original post by ahw
Well, as soon as I type up some of my old notes, I''ll give you some of my ideas. I think you might like them
Just one quick thought though. Fractals.
quote:
What''s left? Need to figure out what goals the AI empires have. Then, how they can fulfill them. I''m stuck on figuring out when they should do one thing or another (build or fight? fish, cut bait? ). There''s prolly a ton of stuff I''m forgetting...
quote: Original post by Eck
On a side note....
All hail Sentinel Worlds and Starflight! Those games were super cool.