[MUD-Dev] Morphable worlds, Reset based systems revisited
shren
shren at io.com
Tue Oct 29 10:50:58 CET 2002
On Sun, 27 Oct 2002, brian hook wrote:
> Ola said:
>> Politics without interference tends to lead to "monopolies" of
>> some sort.
> You can still "interfere" to keep things balanced. If you have a
> game that pits city-states or realms against each other, you can
> have power shifts in the struggle, but you can also put in safe
> guards to prevent minority states from being crushed into rubble.
> You don't need to reset the world just to "fix" these problems.
I've thought about this. Say your world of city states has 10,000
grid squares of land. If you add diminishing returns for
controlling more than a certain number of them, then you guarantee
that no one kingdom ever conquers.
Say your rate of return from each grid square is (total return *
(100-grid squares owned)/100). The most efficient possible use of
land would be a map full of one-grid kingdoms. Somewhere around 50
grids you hit some pretty nasty diminishing returns, and as you
approach a hundred you have a kingdom whose cost of upkeep is higher
than it's revenue.
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