VoidZero
Passing Flan 布丁魔王
- Location
- Anywhere but RL
An obvious Communist agent.
- Wears red
- Provides health and dental plan
- Provides training and scholarship
- Big wide smile
- Doesn't always abuse employees
Magnets work in mysterious ways, so probably.So, Jesus came a 1000 year earlier because of Iron? Is the son of GOD some kind of magnet?
I want to give your post a funny, a like, and a hug.Happy to be here, though I did profess a general alignment with the Goblets
Must be awkward for Not!Jesus.... the religion he aims to reform isn't even created yet
But man I'm really looking forward to the Jesus equivalent being born. We'd be able to take all the good bits of that religion thanks to our values while avoiding the later corruption and badness thanks to how we set up our priests.
Well, that's what I'd do and despite the common belief of how unreliable non 100% accurate numbers can be, it's way more accurate than people give credit, but no, that is not what I'm suggesting, since it's quite apparent that people that want this want it for exact levels of measurement.@bluefur87 Your suggestion seems to be to go over all of our actions with a fine-toothed comb and fill in any of the multitudes of unknowns with guesses in the process.
If you are suggesting what I think you are, that sounds like a terrible idea. Not only would it take an outrageous amount of work to create and maintain, but the results would be mired in subjectivity, to the point where I expect you could produce more or less whatever results you wanted by varying the assumptions used.
Given just how much noise is involved, a simulation at that level is just as pointless as trying to precisely plan a turn 10 turns in advance. In truth, the best we can do is vague heuristics in any case - so I really don't see a case for an even deeper analysis of things, especially since going deeper means we have to fill more gaps with assumptions.
Wait wouldn't we need to go monotheisms first? I rather like our poly deitic religion.But man I'm really looking forward to the Jesus equivalent being born. We'd be able to take all the good bits of that religion thanks to our values while avoiding the later corruption and badness thanks to how we set up our priests.
Dotted line? Sounds like the bank contracts, those capitalists have. Looks suspiciously at VoidZero.Happy to be here, now if you guys can sign here on this dotted line. :3
Yes, JOIN MONOTHEISM Fynthagyna (Fuck her name is hard to spell) is the One TrueWait wouldn't we need to go monotheisms first? I rather like our poly deitic religion.
This is only different from my current system via multiplying all the numbers by a constant (3, to be precise) There's an argument to be made for clarity of those numbers instead, and it's a good thought. But it's the same system.Basically, yes, this would be a step up in measuring action analysis.
It's still not what I'd say as ideal, because we have a lot of things that this does not keep track of, that are fully possible to keep track of. However stats only exist once, stats refill every turn. Stats can be spent to make certain actions possible, but they can never really be spent to create more actions. They just can't be interchangeable.
So... the only thing in here I'm NOT compensating for is the +0.5 action. I do consider centralization, etc. As you said, I'm not handling income at all... and I'm not sure how to. How do you weight the int{0.5dt} against 0.5? They're orthogonal.If you're trying to deal with concrete issues (numbers can go beyond that! but I get the allure of what you're after), then I'd suggest two things. First, as I have said, I do not think actions and stats are truly interchangeable. I stick by this, and while we need to know which action gains the most stats for the least cost several times, the problem stems in when you start scaling it up.
Take what it costs to create a new province. It gains us actions, loses centralization, gains us LTE, and gains us some econ and mysticism.
The action would translate to a .5 action, which is effectively a +1.5 Econ/Turn by your old system. This quickly starts inducing nightmares with said system, as it isn't able to handle income as far as I can figure. A simpler way of measuring it is saying that once we generate a new province, we gain .5 actions... which is still misleading, but I'll overlook that for now. I would probably try and figure out a way to further improve the system after it gets implemented, though.
However, actions must be spent to further support this province. We have to find ways to lower LTE so it doesn't pop any cities we don't want popped, raise centralization, and improve it's infrastructure. Now, while that last one is hard to measure how much it will cost, we do know that it will require at least one action. The cheapest, action wise, thing to do here would to be just to build a new trail, to cover both it and the centralization change.
Neither of our forest actions use up LTE. They both generate LTE with sufficient true cities.So this is how we can start measuring the efficiency increase in something like a forest. It allows us to naturally reduce our LTE, so that we can raise it by doing something like creating a new province, which gives us more actions, which is much better of a way to gain LTE than boats, because actions represent a permanent bonus. The type of action also matters, in that it raises the actions that we can decide on ourselves, as opposed to extra actions.
Thus, while many of our actions can some what stand on there own, there are a few that benefit in an analysis of how many extra actions it would take to truly support them. Building roads and enforcing justice are nice, but we have to assume taking some time out to do something to lower the centralization cap. Aqueducts are nice, but we have to consider lowering the LTE gain for getting the benefit of creating a new true city from them (we'll have to see that a couple more times to gain some more complete knowledge on how that formula works), Temples are nice, but we have to consider making the aqueduct to support them.
Can you tell me how/why you think forests are particularly wide-reaching?So far, the only one I'm aware that would be truly wide reaching is forests, but there may be others. Depending on people's view on walls, they may be considered part of that also, but that's more into a more opinionated territory. I am glad we have at least one wall policy though.
Dotted line? Sounds like the bank contracts, those capitalists have. Looks suspiciously at VoidZero.
Hmm.![]()
The Ymaryn Democratic Socialists Party, the party of progress and community health.
Economy: The party believes in the heavy control of Capitalistic ventures through the use of extensive government regulation and taxation of private industries. The government would enforce strict standards of health and safety, environmental protection, and workers benefits. We would also introduce a scaling system of Universal Basic Income in which the poorest population percentile would the receive the greatest amount in financial assistance. This assistance would level off to a constant minimum sum as recipients enter higher tax brackets. This would synergize well with existing capitalist ventures as people would always have disposable income on hand for basic amenities.
Education: The party believes in a free and fair education for all. Education in Ymaryn would be paid for by the state at all levels. Likewise there would be an aggressive policy of social integration such that every school has a healthy mixture of high and low income families.
Health and Social Care: The party believes in free and fair healthcare for all. Healthcare in Ymaryn would be paid for by the state. The combination of free healthcare and strict regulation of worker health would help us to maintain a healthy and happy society.
Government: We believe that while there are many merits to capitalist economic aspects, the state should maintain responsibility for the health, education, and overall quality of life of its people. In order to encourage the continued quality of government provided services we propose a strong tradition of proportionally elected representative government at all levels. We would also impose highly inclusive laws as to who could vote and provide economic incentives for people to do so. Likewise there would also be strict oversight as to how the electoral system functions to prevent gerrymandering and over complicated candidate selection. And finally by officially tying political power to nation-wide approval ratings we can prevent corruption and ensure a smooth and prosperous government.
Foreign Affairs and Defense: We believe in a mostly pacifistic policy in regards to our neighbors. When possible we would prefer to have trade and diplomatic relations with foreign powers rather than launching wars of conquest. However we also believe in defending ourselves if attacked or provoked. We believe that the best military is a well-equipped one, the cornerstone of our defense policy is to always be one step ahead of our enemies technologically through continuous innovation in strategy, tactics, and material arms.
You would have to evaluate stuff like the benefit of various innovation rolls, the narrative cost of having extra free cities around, and so on. Nobody is asking for 100% accurate numbers - but I'd like our numbers to be in the right order of magnitude and have the right sign at least, and I find it highly doubtful that an attempt to fill in all the blanks such a plan would require could meet even that low bar. Especially given the fact that the cost/benefit of certain components is extremely dynamic, so even if you did get something mostly right today it could very well be mostly wrong tomorrow.Well, that's what I'd do and despite the common belief of how unreliable non 100% accurate numbers can be, it's way more accurate than people give credit
Sure, I could get behind that; it might be reasonable to talk in terms of Stat-units and actions instead of just actions. Given that the exchange rate between the two kinda floats around (at times we really need actions; other times, we really need stats), it is a reasonable thing to do in general - and in fact, I pretty much do this in my head when evaluating actions anyways.I'm suggesting separating action economy and stat economy. Pblur is already trying to measure the ramifications of various things, though I do not believe the current formula considers increasing LTE a cost, because that was a ludicrous idea until recently. After separating the two and updating the status of LTE to treat it more like centralization, things should balance out more and show efficiencies more accurately.
You'd have to change something fundamental in your system. I admit, it's not pretty, and I don't have a good answer for it off of the top of my head. However, I would basically put the creation of actions as it's own stat... I may have rambled way too much in my post there and not made things clear. Simply seperating actions from economy will give us a much more honest idea of how much things cost, because time is a very different value then stats.So... the only thing in here I'm NOT compensating for is the +0.5 action. I do consider centralization, etc. As you said, I'm not handling income at all... and I'm not sure how to. How do you weight the int{0.5dt} against 0.5? They're orthogonal.
And... given how rarely we add provinces, I think it's OK to leave that unaccounted for? We can just say 'Actions are REALLY REALLY good'?
Or maybe I should say that settlements also provide settlements!per!province * 0.5 actions/turn * analysis period length, where analysis period length is an arbitrary time (say, 10 turns?)
Neither of our forest actions use up LTE. They both generate LTE with sufficient true cities.
Also, again, LTE is a cost to raise, not lower...
Forests as a passive policy do lower our LTE. In fact that is one of the reasons we don't pick them now that I think about it, though not the biggest one. They often gain LTE and we want to do that less and less now, as it becomes more of a problem than something we seek out.Can you tell me how/why you think forests are particularly wide-reaching?
Temples can easily start a city, which people will want aqueducts for.
- I compensate for both centralization cap and centralization floor.
- Lowering LTE gain is, again, not a problem.
- Temples don't need aqueducts? I mean, they are an incentive to increase migration, but they don't guarantee a true city. I certainly wouldn't want to include that in my calculations with only one extended project temple to learn from.
Well, if you're willing to pop multiple true cities, this is okay. After 2, this time frame will continue to increase more and more, and that's time without a passive policy. It's not even close to ideal, or something we should be okay with handling on it's own. It's also massively inefficient when we could just cut off the problem ahead of time by making something we want anyways.Do nothing, and let the lack of true cities handle it. We just popped a true city to no fanfare at all. It's no biggie.