Complex Decision Mods
The decision chain that allows a tribe leader to convince a neighboring clan to join them is done. I still have to properly test it. But so far things have been going more smoothly with this decision work than with the previous one. Nevertheless, I'm a bit concerned about the complexity of the overall mod implementation for this decision chain.
The mod file contains 5 decisions which are all part of the same chain and, in total, they add to 310 lines of text. Of these, one single decision accounts for more than half of the lines... The reason for the complexity is that the decision chain has to be split into two different scenarios, one where the clan being invited is the dominant clan of the neighboring tribe, and other where it isn't. How the clan responds to the offer depends on that particular factor, and the consequences will vary accordingly. For example, if the clan is not dominant and it accepts the offer, then, not only the relationship to the new tribe's dominant clan increases, but the relationship to the old tribe's dominant clan has to decrease in response. Additionally, both tribes have to be notified about the outcome of the decision. If the clan being invited is dominant and accepts, then there cannot be a relationship penalty with itself, and no one from the old tribe necessarily needs to be notified of the outcome*.
Hopefully, only a very small subset of the decisions need to be this complex. But any mod writer trying to implement decisions that involve more than one entity, or which might have different consequences depending on circumstances, will have to write a lot of lines of text. This could become very tedious and might dissuade them from writing mods for the game. In a future release I will have to spend some time simplifying the mod system or writing a mod editor tool to make things easier for mod writers.
In any case, I'll spend the next weekend testing this new decision chain and tweaking it's effects. Once that's done I'll work on a set of actions that will allow players to execute those same decisions manually and not have to wait for an event to trigger.
* This is not exactly true, but the notification that might be triggered by a dominant clan abandoning its own tribe doesn't have to be part of this particular decision chain.
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
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