[CHALLENGE] (v4.3-ish 6/7/18) Refugee to Regent Kingdom Building Challenge

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What do you think of the Serf to Supreme Challenge?

  • City Construction Challenge was better!

    Votes: 9 7.0%
  • It's okay, but there's definitely room for improvement

    Votes: 35 27.1%
  • Give me my Electrics sooner!

    Votes: 14 10.9%
  • I enjoy the slow introduction of mods.

    Votes: 43 33.3%
  • I wish Element Animation would hurry up with the next episode.

    Votes: 24 18.6%
  • I love it!

    Votes: 51 39.5%

  • Total voters
    129

Monarch_of_Gold

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Jul 1, 2015
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Whats your deal, dude? I counted at least 96 posts. Theres no need for that. It covers more important posts and distracts from the previous topic.

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Inaeo

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Whats your deal, dude? I counted at least 96 posts. Theres no need for that. It covers more important posts and distracts from the previous topic.

Sent from my KFDOWI using Tapatalk
Easiest solution is to report it as spam, ignore the poster, and let the moderators take care of it when they get the chance. Not saying it isn't annoying, but it saves scrolling past it every time you're looking back.
 

Monarch_of_Gold

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Jul 1, 2015
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Hey, guys! I finally have a computer with a working keyboard again!

Unfortunately (dun dun dun...) I lost all of my saves in the move from my laptop to the new guy. Well, not terribly new, but new for me.

So I started some new 1.12.2 modded worlds and immediately started trying to re-build this:

UCA4oqh.png


Unfortunately, it wasn't documented well. However, I used the power of assumption and rough distance measuring from the textures to help me out. By the time I had finished, it was more eccentric than it was before:



More pics in the album! (click the picture) :)
 
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Monarch_of_Gold

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Jul 1, 2015
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Popping in to let you all know that I'm setting up a new modpack and am debating which challenge to do - mine or this one. Unfortunately, in the move I lost all my progress on the Fantasy City Build, although the thread for that one died a long time ago, and it's been years since I looked at my cities. Their memories live on in my heart.

Moving on! I guess I'll kinda mash aspects that I like from this challenge in with mine and kinda see how it goes. My post needs a rewrite anyway (two years of adding things makes the BB a pain to look at now).

So the main mods I'll be delving into are as follows:

Tech:
  • Advanced Rocketry (allows custom rocket builds)
  • Forestry (with Binnie's and Gendustry)
  • Immersive Engineering
  • Immersive Railroading (realistic railroading mod that depends on IE)
  • IndustrialCraft
  • Tinker's Construct
Magic/Lore:
  • Astral Sorcery
  • Embers (Dwarven tech/magic mod)
  • Mystical Agriculture
  • Roots (Druidic tech/magic mod)
  • The Twilight Forest
Other things:
  • Better Than Bunnies/Llamas (super cute mods making dapper bunnies and llamas)
  • Doggy Talents (why not?)
  • ExtraUtils
  • Fairy Lights
  • ForageCraft (got used to foraging in TFC)
  • MrCrayfish's Furniture Mod
  • Hunger in Peace
  • Just Enough Items
  • JourneyMap (my computer likes it now)
  • MineColonies
  • Mob Grinding Utils
  • Platforms
  • Ropebridge (probably)
  • Schematica (as always)
  • The One Probe
  • Toast Control (no more pesky tuts or pop-ups)
  • Tool Belt
  • Underp Hangables
  • Universal Remote (access blocks/machines wirelessly)
Other things may be added, though I feel like this is fleshed well enough.
 
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KingTriaxx

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Jul 27, 2013
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I do, and haven't gotten into it yet. I want to, but I'm having one of those times where no matter the pack, I'm cripplingly short of iron.
 

Maul_Junior

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I promised myself that I wouldn't post here with my new ideas until I had actually put them into practice. So I wouldn't suddenly lose all interest again and not actually put things into practice. Just wanted to be sure I actually got stuff done.

Was gonna get partway through the Agriculture update but I couldn't help myself.

That said, the next version of the Refugee to Regent Challenge has been started. One of the big reasons that I burn out so quickly is, quite frankly, Feature Creep. I think of "Ooh, this would be fun. And that. and that would be AMAZING."

Pretty soon it's a huge to-do and I don't know where to start when I'm updating. So what makes this different?

First off, I'm only going up to Gold City (until all Stages are in good shape. But let's face it, I've never really gone farther than that in any version), and I'm doing one Guild at a time. This lets me have strict focus and I don't let "but what about this OTHER thing, how does that balance against THIS thing? and when am I going to get to THAT??" anxiety burn me out in a week.

For this version (version 4.0--IMO 1.0 was what was originally here and on the first wiki, 2.0 was the new wiki, 3.0 was my (bad) attempt at rewriting the new wiki), there will be 6 Guilds:
  • Population (Residential/Administration)
  • Agriculture (Plants, Animals, Trees [includes harvesting])
  • Mining (Mining, Supports, Processing)
  • Trade (Storage, Transportation, Commerce)
  • Crafting (all the crafting. Tech/Magic are sub-Guilds of Crafting)
  • Military (Walls, Weapons, Cannons, Traps, etc)
To that end, I am devoting one update to each Guild:

  • 4.1: Population Guild. Not just Immigrants, but also a seriously buffed-up administrative center for your civilization
  • 4.2 Rewrite: Agriculture (the production of organic resources, edible and inedible--plants and animals) up to Gold City
  • 4.3 Rewrite: Mining (Harvesting, Supporting mineshafts, and processing ore) up to Gold City
  • 4.4 Rewrite: Trade (Storage, Hauling, Transportation, Roads) up to Gold City
  • 4.5 Rewrite: Crafting (Using Resources produced, stored, and hauled by other Guilds to produce new materials. Magic and Technology are sub-guilds of the Crafting Guild) up to Gold City
  • 4.6 Rewrite: Military (Defensive and Offensive measures, harvesting materials from hostile mobs, combat challenges) up to Gold City
  • 4.7: Free Play/Campaign Mode Update: Assign Point Values to everything, and work on bringing it to a cohesive, workable whole.
  • 4.8 Rewrite: Probably Nobles (the nobby civilians, Guild Nobles, etc), the return of the Player Estate, and possibly Crime Lords [may end up being their own update], based off of material from the previous 6 updates.
The one thing that I have not included that I had originally intended to do so are Universities. I do have a sample (general) School and College included in the Population Guild in the Wood Settlement and Stone Hamlet (respectively).

So what was included in the 4.1 (called 3.1 in the wiki's current updates but I had intended it to be leading up to a 4.0 (full) "release," but I realized later that would be confusing...so 4.x for the rewrite) Release?

  • 4.1 is now essentially released. There are some slight tweaks I need to make, but it's all up on the WIki.
  • Scrapped the entire Heroes concept. I was never satisfied with how it turned out tbh, and looking at it now it just looks clunky. I'm going to be building a spiritual successor into 4.0 (Requiring Schools, Colleges, and Universities to build Advanced/Expert Guild members at will)
  • Population/Residential/Administration Guild is now more than *just* the Player Estate, Nobles, and Immigrants. There's a LOT of building to do just with this Guild alone. This Guild now includes a non-personal Museum, Library (Hall of Records), and more!
  • Simplified Housing
    • There are now 3 types of Residential Immigrants:
      • Residential Basic
      • Residential Advanced
      • Residential Expert
    • All three Residential Categories have 3 levels of housing, depending on how well your individual challenge is going/how far you are/general level of development. The lowest level Advanced is slightly better than the best Basic. The lowest Expert is slightly better than the best Advanced.
      • Support
        • Servants, Helpers, and not quite as proficient as a fully fledged Resident
        • Basic
        • Advanced
        • Expert
        • Security
      • All levels of Support have their own standardized housing, which generally goes up from Support (Basic) to Support (Expert).
      • Support (Security) have their own requirements because they're a security force and need armories.
        • Includes Building requirements for Security Team Compounds.
        • Includes 5 possible types of soldiers
          • Watchman (Watch for hostile mobs, given a Cat, fights primarily with a Bow-Fireworks to call for help)
          • Guard (Sword and Banner Shield, Iron Equipment)
          • Fighter (Axe and Banner Shield, Iron Equipment)
          • Myrmidon (Double Swords, Leather Armor)
          • Potioneer (Armed with Potion/Spectral Arrows, Splash Potions to help and to hurt)
          • Additional types will not be added until the Military Update has been reached.
            • Feel free to add your own in the meantime
          • Need to add (eventually): Pickaxe and Banner Shield type for Dwarves, Power/ed Armor for Gnomes, Cavalry (Horses, Llamas, Pigs?), Archer Cavalry....
            • Stealth/Invisibility Potion soldier/assassin/thief type?
            • Beastmaster (Fights with Dogs)
            • Spell-Weaver (modded, spell magic?)
  • Dirt Hovel Stage now does not accept Dirt/Sand/Gravel as a building material, only Clay (Because.....)
    • The Clay must now be turned into Hardened Clay/(Glazed) Terracotta or Bricks when this technology is available.
  • Revamped Races (That may or may not have been put up on the wiki yet derp), so each race has:
      • Preferred Biome
      • Preferred Building Materials
      • Preferred Banner Symbol
      • Preferred Mob
      • Preferred Food
      • Preferred Color(s)
      • Favored Wood
      • Favored Fighting Style
      • Hated Enemy (includes new enemy types ie Strays, Husks, Illagers, etc)
      • Hated Biome
      • Hated Food
    • For now there is one Race per Guild, but the number of Races and subraces will rise. I specifically have plans for:
      • A High Elf Race (that specializes in Immersive Engineering Hemp Plants)
      • A Mesa/Hardened Clay race I am tentatively calling Mesons (but will probably think up a better name in the future)
        • Substitutes Hardened Clay/Terracotta for all kinds of Stone Building Materials
  • Embassies will be required after certain amounts of a given Race have moved into your civilization
    • Level 1: 15-Office
    • Level 2: 75-Embassy Compound
    • Level 3: 150-Expanded Embassy Compound
  • Made a bit more clear (hopefully) that "rooms" may be either inside or outside, as long as they have a clearly defined border
    • .....at least I THINK that's on the Wiki, and not just my google docs.....
  • Want to make something but you're not quite up to the level of technology or magic required? No problem (slight problem. This, uh, appears to be in my google docs but not on the wiki. >.< it will be soon)!
    • Now you just need an Expert Miner (Residential, highest Expert Tier), who does his own Mining and Reprocessing. This Expert Miner can harvest any resource, and craft any tool to help him do so. However, Only HE can use these tools until it is unlocked for the entire civilization.
      • For now, this does not include the Nether/End. This may become a possibility in the future, but only after a certain Stage, probably.
      • Doubling/Tripling will likely not be allowed until it is unlocked culture-wide.
      • you only ever get ONE Expert Miner, ever.
    • If it's more than just a tool, you're also going to be needing an Expert Crafter (Residential, highest Expert Tier). The Expert Crafter should only be able to make 2-5 recipes total.
      • Intended to help you get started on a mod/set of mods that require something just out of your reach, without upsetting all progression.
      • You can only ever get ONE Expert Crafter per Stage. All Expert Crafters must live in a compound with the Expert Miner. No exceptions.
      • ALL Build Requirements must be completed (in FULL) before you use any of their new technology. Even in the Dirt Hovel stage.
What I have not yet done (in 4.1):
  • Universities
  • Nether Colony (Gold City--may/probably not until I get to the Military update)
  • Outliers
  • Update Races Page
  • Support Housing.
  • I honestly thought I always had Races and Support Housing up! >.>
In 4.0, Outliers will hopefully arrive naturally. Basically, the intent is that majority Outliers will produce more of what they're making by BEING in the majority (~2x is my current thinking). Therefore, if an Outlier is mostly Agriculture, they'll produce far more food/wood than if it were in the capital. A majority Mining Outlier will probably be allowed Doubling/Tripling faster, and delve deeper.

The two exceptions to this rule are the Crafting/Trade Guilds. Crafting Guilds will actually perform better if they're in a Trade Hub (because the resources will be stored/sold there en masse).

The Population Guild's main hub is intended to be the Capital, though once I've gotten around to 4.7 I may tweak things a bit.

I basically want to encourage players to build districts (Agricultural District, Mining District, etc) with a bunch of little Outliers all over the place, while not necessarily enforcing it.

There will be a math-intensive version of all of this, where people can min/max to their heart's content (and/or specialize heavily in one or two areas as opposed to a more general approach). HOWEVER, there will also be a "campaign mode" version for those who just want to be told what to build (and maybe tweak a handful of things here and there) that will not be as efficient as if you did the math yourself, but also won't be too terribly bad in comparison.

Unless I suck at my math and make the "campaign mode" way inefficient because I forget to carry the one somewhere basic.


EDIT: Also Mobius if you don't mind I'm probably gonna be stealing your 10 block supports for Logs, 16 for Smoothstone/Hardened Clay/Bricks/Terracotta, more for Iron Blocks.

I'll post about how the other Guilds will work once I've polished up 4.1

EDIT2: OP updated for what must be the first time in like 2 years.

EDIT3: Races Page updated. Removed all Heroes type crap.

All Races now have 12 Preferences:

  • Preferred Biome:
  • Preferred Building Materials:
  • Standard Banner Symbol:
  • Preferred Mob:
  • Preferred Food:
  • Preferred Color(s):
  • Favored Wood:
  • Favored Fighting Style:
  • Preferred Uniform:
  • Hated Enemy:
  • Hated Biome:
  • Hated Food:
Some races prefer Leather Armor (most races that prefer Leather armor prefer dyed Leather Armor), Humans prefer Diamonds, Dwarves prefer Iron, Zombie Pigmen prefer Gold. Witches (Magic) fight with splash potions and splash potion arrows. Gnomes (Tech) prefer Power/ed Armor.

Pigmen and Testificates/Villagers don't fight. Pigmen usually carry Fireworks to call for help.

At the moment, there are 8 races (plus the Player "race"), that I feel are very distinct:

Pigmen, Zombie Pigmen (Military), Elves (Agriculture), Dwarves (Mining), Humans (Crafting), Gnomes (Tech), Witches (Magic), and Testificates/Villagers (Trade)



EDIT4: Okay, I HAD edited in the Support Housing. Derp.

Now also includes revamped Support, Security section, and 5 soldier types (there will be more):

Watchman, Guard, Myrmidon, Fighter, Potioneer

There may eventually be a new type of Resident and Support: The Elite. If they do, they'll have massive build requirements, and will probably come in with the Nobility update. Not promising anything one way or the other

EDIT 5: To be completed (Update 4.1; Population Guild):

  • Population Guild School (Gold City)
  • General University (Gold City)
  • Throne Room Expansion (Gold City)
 
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Maul_Junior

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New post because Update 4.1 (Population Guild) has been completed!

The General University still needs some work, but it will be updated with the other Guild content as it is updated.

So. I said in my previous post that I would explain how I wanted the Guild system to work once I finished 4.1 (Population Guild).

Basically, it's like this.

The Population Guild provides the manpower and administrative needs for your civilization
the harvesting Guilds (Agriculture, Mining Guilds) provide the raw resources your civilization needs
The Trade Guild stores, sells, transports, and otherwise provides infrastructure for the other Guilds
the Crafting Guild takes the raw materials and turns them into useful products
The Military Guild ensures that mobs (or your own citizens) don't wipe you out


Okay, but what does that mean, building-wise?

Basically, you need 1 Residence per person needed in the other Guilds (whether that's multiple or singlular population per house is up to you). Each Residence will contain a Work Room. For the Population Guild, this is essentially just a small crafting room. For each of the other Guilds, there will be slightly tweaked requirements.

  • Agriculture Guild Work Rooms may be a Garden
  • Mining Guild may be ore processing/private entrance to the Guild Mine.
  • Trade Guild may be an extended storage room or a stable for Llamas/horses/donkeys/chocobos.
  • Crafting Guild may be a private, more extensive, crafting area for personal use.
  • Military Guild may be an Armory.

But that's only one part of the picture.

You see, there are 3 (potentially 4 in a far, future update) types of citizens (Basic [No Bonus, eat 5 Food apiece], Advanced [+5 Bonus, eat 10 Food apiece, can handle ~2x as much work as Basic], Expert [+10 Bonus, eat 25 Food apiece, can handle ~4x as much work as a Basic] [Elite +25B/100f/10x?--not coming for a long, long time, if ever]). Each one is capable of being more efficient than their previous incarnation. However, the better each one is, the better housing they demand from you before they'll move in.

I am also probably going to be gating moving Advanceds/Experts in at will behind Guild Schools/Colleges, respectively. Before that probably allow them in based on how extensive their Guild's operations are in your civilization, currently (every X points you can move in another Advanced, every Y another Expert, etc)

But what, exactly, do those numbers mean?

well, various activities will provide certain amounts of resources (ie a standard farming plot of 2x7 [half of a standard Villager farm section] gives out ~15 Food). However, Advanced Farmers produce more, and Expert even more. I may change Advanced to +5, and Expert to +15, so Farmers would be:

  • Basic: 15 Food/Plot (Basic Farmer can handle 2 plots)
  • Advanced: 20 Food/Plot (Advanced Farmer can handle ~4 Plots)
  • Expert: 30 Food/Plot (Expert Farmer can handle ~8 Plots)
All fairly simple, but you might want to increase production a bit more. Well, that's where synergy comes in. Let's say that you have some Livestock in the area. In this case, Cows. Having locally sourced food boosts their Food output, and their manure more than makes up for the amount of food that they consume (say ~+5 to both). This is a basic sort of bonus, but far from the last that you can acquire.

Let's say that there's some nice folks from the Trading Guild in town, and they run a local Granary. Because it's run well, vermin can't get in and you lose less food to rotting. That provides a bonus to the Cows (because their Feed is kept safe), and the Farmers (because their harvested food is kept safe). This bonus is effected by how experienced the Guild Member is (Basic, Advanced, Expert).

Then let's say that there's a Cook in town, a member of the Crafting Guild, that knows how to, for example, make a Cake. He takes all of those resources, and improves on them, providing further bonuses, and letting the food stretch further. And, again, depending on his skill level (Basic, Advanced, Expert), it can be better or worse.

So you have a Basic Farmer who produces 30 Food (base), and a Basic Rancher who raises Cows (10 Food/Breeding Pair, can handle 3 Pairs), producing 30 Food points. They each provide each other with a bonus (35/35). Because their products are stored in a Trade Guild Granary, they get another bonus (40/40). If the local Cook is provided with the ingredients he needs, he can provide +5 Food Points (or another Basic worker) per recipe he knows (Basic Crafting Guild Members can learn about 6 Recipes), allowing him to add another 30 Food Points to the total. However, because his ingredients are locally sourced (+5) and stored in a Trade Guild facility (+5), he can actually provide 40 Food Points to the total (Farmer/Rancher/Cook 40/40/40).

Eventually I want the Military Guild to be able to provide points too, based off of protections [required/triggered by certain Trade thresholds or just voluntarily built--but that's getting way ahead of myself], but you get the idea.

Most of the bonuses will be additive. However, there are two types of planned bonuses that will probably multiplicative, instead (I do not plan on adding more multiplicative bonuses beyond these):

Noble Bonuses
  • Noble Bonuses, when their Update rolls around, will provide a 2x bonus if they are assigned to oversee a certain area. However, for every useful Noble that you use, you'll end up getting a useless, nobby Noble that does nothing but suck up tons of resources with no added benefit. There will be a limited number of "Slots" that Nobles can take up. Some Guilded Nobles might not work so well with certain Guilds when within their area of influence, which will require strategic placement
Outlier Bonuses
  • While not strictly required (unless End/Nether, eventually), if you build an area that is dedicated to a certain Guild, they will recieve 2x bonus to all points (allowing the previous example to go from 40/40/40 to 80/80/40 with just a Basic Farmer/Rancher/Cook respectively).
If both bonuses were implemented (a majority Agricultural Guild Outlier overseen by an Agricultural Noble), the output would be 160/160/80, or so from just Basic workers.

Again, Nobles are a long way off.

Okay, so the stuff in the Spoiler will be figurerd out and tuned for those who want to do math-intensive, custom challenges (the afore-mentioned "Free Play" mode. If you don't want to, I will be working out a basic "Campaign Mode" that will get my attempt at a fairly balanced (amount of building done between the Guilds) building plan, allowing you to run through the challenge without having a spreadsheet. The Campaign Mode will let you just look up the Build Requirements for a Stage, and go.

For a long time, the Campaign Build Requirements will be static, but once I get around to actually doing a Free Play update, I will be assigning each Build Requirement a Guild point value, allowing you to go completely custom.


This is my basic plan for how to run 4.x R2R.

And now that 4.1 is complete, I'm going to be working on my own world in Minecraft for a little bit, then come back and get started on 4.2 (Agriculture).
 
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Monarch_of_Gold

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I like the sound of some of these ideas, though I feel like maybe you're still spending too much time thinking of everything? Maybe because you're trying to make your challenge into an actual game rather than a long list of buildings? Its a very interesting way of doing it, though.

What i mean is you have a tendency to think up these fabulous ideas but theyre so complex you have to write a three-page essay to explain it, or you feel like you do, anyway. This isnt a bad thing, but coming on here to see walls of text attempting to explain the workings of the challenge rather than trying to make it as straightforward as possible can be kind of intimidating.

Intimidation is something I want to fix about my challenge. Right now, you click on the page and are greeted with 8-10 spoilers. One of those spoilers, for races, has 20+ other spoilers holding characteristics of each one. It doesnt fit on the screen! Its a nightmare! No one wants to see that! So i want to change it to cards. Visual representations of each race with tidbits that are relevant. I get that some of your facts help add lore, but can you imagine trying to remember 12 facts about a mythical race on top of all the building requirements for the stage youre in? I can't, but my memory is bad. Think i need to go buy a new one.

My advice to you is to try simplifying some of your ideas. From what I gathered, everything has different levels, which can be good, but the way it seems is these levels apply to e v e r y t h i n g rather than a few things. Why not have levels directly effect the main build(s) of a guild and that's it? Maybe the guild levels up and you add more civvies. Say 5. A way this could work is by starting with base requirements and then in the next stage or level you have something waiting to be unlocked, like another guild, and because of this new level youve gotta add maybe 5-7 houses and some more rooms or something to the main buildings, because everything else can be done maybe in sub-stages or other quests. Now you have cool new abilities and didnt have to calculate the distance between keppler-5b and star #4563.

This paper is long enough. Just maybe give simplifying things a shot.

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The Mobius Archives

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Welcome back Maul! The thing about ideas (or features) is that there is always so many!

Okay so it turns out I haven't posted since the new year. Let's start with a recap:


I'm still primarily focused on building the Cherry Crater Outlier and all of my recent videos are in and around that region.

Building the Apiarist's House

The Dockworker's house with a slightly different build

Accidentally discovering a new crop (warning it's magic!)

Building out the Lepidopterist's house

I'm getting much closer to wrapping up this outlier. I just need some scheme to bulk build in a way that produces buildings I like.
 

Maul_Junior

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BTW, I've decided that come Gold City, 100% of Vanilla Minecraft is unlocked (all enchantments, all potions, all everything). Mainly because it's kinda pointless to gate anything from Vanilla Minecraft at that point. That would be gating it just to be gating it.

Nether Stuff will come with the Military Guild (4.6 IIRC), including building an incursion into the Nether in the Gold City stage. Because doing so without the military seems kinda stupid IMO.

And if you're going into the Nether anyways, it seems ridiculous to say "no Nether stuff even though you're going in there!"

Withers/End stuff will be in the next two stages, probably, with only one required per stage (Wither/Ender Dragon/Exploring End as requirements (but not necessarily prohibited) for three separate stages)


@Monarch_of_Gold Fair point, but I had already covered this, right here:

There will be a math-intensive version of all of this, where people can min/max to their heart's content (and/or specialize heavily in one or two areas as opposed to a more general approach). HOWEVER, there will also be a "campaign mode" version for those who just want to be told what to build (and maybe tweak a handful of things here and there) that will not be as efficient as if you did the math yourself, but also won't be too terribly bad in comparison.

Unless I suck at my math and make the "campaign mode" way inefficient because I forget to carry the one somewhere basic.

Basically the Campaign Mode will be what I'm writing now, with a section at the bottom of each Stage where I show my math, for those that want to see it. It will be simple, clear, with build instructions.

When I finish up 4.x I'll have all 10 Stages built, fleshed out, and with a number of features that I like in the Campaign Mode. for 5.x I'll be working on the Free Play mode, for those that want to do it themselves, ignore some sections completely, have a focus instead of being balanced building in general, etc.

There will be thresholds to move from stage to stage, with overflow points in any one Guild taking some penalties, but still applying (allowing someone who wanted to to heavily specialize and move forward with, say, 80% Military Guild build, or 80% Agriculture, etc).

I find that I enjoy the complexities of all of this. It may not be for everyone, but it's like the modding community.

There are some people that prefer vanilla. I'm not an especially big fan of the power creep that is perhaps best exemplified by Draconic Evolution but was perhaps started by the Steam Turbine elements in Railcraft (or for that matter ore tripling--how long until it's quadrupling?). Some people don't like Forestry trees or any of that genetic stuff, but that's kinda my favorite part of mods for the most part.

My point is that no one thing will be what everyone likes.

And I like what I write, and that's why I write it. I'm not *just* interested in a long line of buildings. I view it as making a bit more of a sandbox. I enjoyed the campaigns of the original Age of Empires (except for the first damn mission of the Greek campaign where you only start off with a priest), but I preferred the Random Map option most about that game.

If I tried to tone down the complexity, I would get bored and stop writing (again). I'm not afraid of the complexity. I relish in it.


However, I am taking it slow and steady. I'm going from Dirt Hovel to Gold City, Guild by Guild, being careful not to get too overwhelmed and inciting burnout. That's why I'm going Guild by Guild, not Stage by Stage. Lets me build up the challenge without having to consider every Guild all the time.


Plus with the Population Guild out of the way, that's basically a blueprint for how to move forward in each Stage, as opposed to having to make a new one every Stage.

Welcome back, @The Mobius Archives. I actually caught up in the last week, starting with your New Year's recap.
 
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The Mobius Archives

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EDIT: Also Mobius if you don't mind I'm probably gonna be stealing your 10 block supports for Logs, 16 for Smoothstone/Hardened Clay/Bricks/Terracotta, more for Iron Blocks.

I agreed in my head to this but forgot to respond. Go ahead and take any ideas I have had as you need.

Aside: One thing with the last run though, I highly recommend everyone take a census of their populace. As the buildings get built I've lost track of how many buildings have been built at any one point in time.

Clipboards work but I think books are better for permanence.