Added beginnings of project website.
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# Algorithmic play
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Territories which are not managed by players will have to be managed algorithmically. Essentially, the algorithm may choose any party for any territory, but there will be strong biases both in the probability and the stability of party associations with territories.
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The following associations will be made.
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| Territory | Initial party | Stability |
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| ------------ | ------------- | ------------ |
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| America | Blue | Volatile |
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| Africa | Red | Volatile |
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| Brazil | Blue | Volatile |
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| China | Red | Stable |
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| Europe | Red | Intermediate |
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| India | Blue | Intermediate |
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| Russia | Blue | Volatile |
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| Saudi Arabia | Blue | Volatile |
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#####
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doc/Algorithmic_Play.md
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17
doc/Algorithmic_Play.md
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# Algorithmic play
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Territories which are not managed by players will have to be managed algorithmically. Essentially, the algorithm may choose any [party](Political_Parties.html) for any territory, but there will be strong biases both in the probability and the stability of party associations with territories.
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The following associations will be made.
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| Territory | Initial party | Stability |
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| ------------ | ----------------------------------- | -------------------------------------------- |
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| America | [Blue](Political_Parties.html#blue) | Volatile |
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| Africa | [Red](Political_Parties.html#red) | Volatile |
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| Brazil | [Blue](Political_Parties.html#blue) | Volatile |
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| China | [Red](Political_Parties.html#red) | Stable |
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| Europe | [Red](Political_Parties.html#red) | Intermediate |
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| India | [Blue](Political_Parties.html#blue) | Intermediate |
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| Russia | [Blue](Political_Parties.html#blue) | Volatile |
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| Saudi Arabia | [Blue](Political_Parties.html#blue) | Volatile |
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@ -4,7 +4,7 @@ Broadly you can influence other territories by three main methods (and algorithm
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## Diplomacy
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What this fundamentally comes down to is bribing territories into doing what you want. It will cost money, probably serious money. Diplomacy has no carbon cost, and no real downside. Poorer territories will generally be cheaper to buy than richer ones, red territories will generally be cheaper to buy than blue or green ones.
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What this fundamentally comes down to is bribing territories into doing what you want. It will cost money, probably serious money. You can also donate aid or send rescuers to a catastrophic event in another player's territory, which will also be recognised by algorithmic players as a friendly gesture (this will probably be cheaper in the long run). Diplomacy has no carbon cost, and no real downside. Poorer territories will generally be cheaper to buy than richer ones, red territories will generally be cheaper to buy than blue or green ones.
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## Interference
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@ -16,4 +16,3 @@ You can attempt to impose the government you want on a territory by military int
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Military intervention has huge carbon cost, and a war involving both America and China, or any four territories, is essentially game over everyone loses.
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###
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## Playable Territories
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# Playable Territories
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The following territories will be playable (i.e. controllable by a player) in the game. It should be possible to play in a small-group collaborative multiplayer arrangement, where different players control different playable territories.
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@ -186,7 +186,7 @@ Average productivity, some surplus, much use of fossil fuels and fertilisers.
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##### Energy
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Significant exports of fossil fuels. I don't really know enough to know how widespread private motor transport is, or how good the rail/mass transit network is.
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##### Industry
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@ -224,4 +224,4 @@ Modern and extremely well equipped but not large.
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##### Transport
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Widespread use of private motor transport.
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Widespread use of private motor transport.
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