Done with Decision Mods, Again (for now)
Yesterday I finished converting the Tribe Merge decision into a mod script, and the performance improved a lot, for a while, then it dropped horribly again... sigh.
Regardless, Im done converting decisions into modded scripts for the time being. There's only one decision left to convert, the Open Tribe decision, but I'm not really sure yet if I wan't to convert that one or just get rid f it. Also, that particular decision had very little effect on the simulation performance, so it's not bothering me that much.
The good thing is that I can now easily tweak the converted decisions. Therefore, I can do quick experiments with their scripts while working on other features. Better yet, unlike with hardcoded decisions, I can completely disable scripted decisions by just renaming the folder that contains them. This allows the simulation to run at the fastest speeds through almost the entire run, which will allow me to test tribal expansion more thoroughly.
So, I'm finally going back to working on tribal expansion. As I mentioned before, tribes are not expanding as fast as I would like them to, so there's a lot of work to do there. Hopefully, it will be something that I can figure out on a couple of weeks.
Get Worlds - History Simulator
Worlds - History Simulator
A world generator, and human history simulator
Status | On hold |
Author | DrTardigrade |
Genre | Simulation, Strategy |
Tags | Alternate History, Procedural Generation |
Languages | English |
More posts
- Extended HiatusOct 23, 2022
- Worlds 0.3.4.01 (minor update)Oct 03, 2022
- Worlds 0.3.4Aug 22, 2022
- Worlds 0.3.4 alpha 4 ready for closed testingJul 27, 2022
- Done Migrating Discovery Mod ScriptsJun 05, 2022
- Halfway through Alpha 4Apr 19, 2022
- Closed Alpha 3 StartMar 20, 2022
- The Last PartMar 15, 2022
- Closed Alpha 3 Participation FormMar 13, 2022
- Relationship Improving Action Done...Jan 04, 2022
Comments
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Should we expect not only the acceleration of the expansion of the tribes, but also the speed of migration, reliable enough to be like the truth? At the moment, populations do not always have the ability to populate a small unfortunate continent in a hundred thousand years, not to mention starting to colonize other existing ones - and this, excuse me, is strange, since our ancestors traveled in the past from Asia to Europe in period less than a thousand years :(
I don't think I will improve migration speeds that much for this release. I tried to average migration speeds so that humans would cover a continent in around 200,000 without any kind of transportation technology, based around the fact that it took around 280,000 years for humans to cover Afroeurasia. But this is very flawed. In reality, it took humans the bulk of that time (230,000 years) just to get out of Africa. Then, they expanded over the rest of the supercontinent in just around 50,000 years at very different speeds (Europe took only 8000 years to be fully settled by early humans according to recent models). To really make a decent model I would have to make migration dependent on multiple factors other than just terrain accessibility. But I don't have enough knowledge to properly model that at this point.
I think the best I can do for this release is make migration events happen more frequently, this will ensure that continents are covered much faster.
Also keep in might, areas such as Oceania were uninhabited until quite recently, so migrations don't need to pancake the world instantly in order to be accurate
Yep, I need to also work on sea migrations to handle situations like that. Because sea migrations can speed up colonization a lot, but they are also very dependent on technology and external factors like ocean currents. For example, the Polynesians were able to colonize many distant islands because they mastered boatbuilding and navigation at a very early stage, but they preferred navigating against the current to ensure that their failed exploration voyages could be returned from. I would need to take into account stuff like that in my model.