Author Topic: Auto Admin Commands  (Read 6484 times)

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Offline Jorgen_CAB

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Re: Auto Admin Commands
« Reply #30 on: June 19, 2020, 05:02:17 AM »
I think we have to also realise that Aurora is suppose to be a "role-play" platform which sort make too much detail into allot of the government mechanic hard to implement and still allow the player themselves to decide the fate of the political climate of his planets and empire. We are suppose to imagine what limits that politics make on the development of the empire. Hom much emphasis are put into the wellbeing of the people versus the militarization of space forces or how much of an independence a colony long for and how colony government influence the structures that are built there.

If you play the game from your, the players perspective, and just do everything from your perspective then you will usually find a very efficient but sterile empire that might not reflect what you would have seen in real life, that is due to game mechanics. But here is where RP comes in if you like that sort of thing. Perhaps planetary governments and governors have their own ideas and agendas over time. Political ideas will likely change over time etc...

Right now we as players are suppose to role-play when a planet declare independence, there even is a button to turn a colony into an NPR independent colony if you like. If you want to control the colony yourself you can SM in a new faction and transfer it to there.

There is a reason why some of these things are a bit simple but there are powerful tools to mess with them. This is the reason I don't want too much detail in how population reacts to treatments and such things, it has to be kept simple and functional.

Do you play the game from your, the gamers, perspective OR the perspective of the people living in that world?   The choice is up to you in this game...
« Last Edit: June 19, 2020, 05:49:39 AM by Jorgen_CAB »
 

Offline skoormit

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Re: Auto Admin Commands
« Reply #31 on: June 19, 2020, 12:11:42 PM »
Do you play the game from your, the gamers, perspective OR the perspective of the people living in that world?   The choice is up to you in this game...

I play mostly as a gamer, but I make nods to the perspective of the people.
These are mostly for the fun factor, but also to make some of the strategic decision-making easier.
For example, rather than constantly assess and re-assess the strategic tradeoffs of building research labs (instead of something else immediately useful), I generally decide what percentage of total income my people want to spend for ongoing research, and I build labs at a constant percent of Earth industry to maintain research spending at the target percentage.
I also establish minimum requirements that the people have for moving population to new systems: grav survey complete, all jump points explored (and monitored by sentry platforms), all neighboring systems free of hostile presence, etc. These restrictions make my empire expand in a fashion that respects the risk perception of the people of a live empire, rather than my own as a gamer.
 

Offline liveware

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Re: Auto Admin Commands
« Reply #32 on: June 19, 2020, 01:57:57 PM »
I think we have to also realise that Aurora is suppose to be a "role-play" platform which sort make too much detail into allot of the government mechanic hard to implement and still allow the player themselves to decide the fate of the political climate of his planets and empire. We are suppose to imagine what limits that politics make on the development of the empire. Hom much emphasis are put into the wellbeing of the people versus the militarization of space forces or how much of an independence a colony long for and how colony government influence the structures that are built there.

If you play the game from your, the players perspective, and just do everything from your perspective then you will usually find a very efficient but sterile empire that might not reflect what you would have seen in real life, that is due to game mechanics. But here is where RP comes in if you like that sort of thing. Perhaps planetary governments and governors have their own ideas and agendas over time. Political ideas will likely change over time etc...

Right now we as players are suppose to role-play when a planet declare independence, there even is a button to turn a colony into an NPR independent colony if you like. If you want to control the colony yourself you can SM in a new faction and transfer it to there.

There is a reason why some of these things are a bit simple but there are powerful tools to mess with them. This is the reason I don't want too much detail in how population reacts to treatments and such things, it has to be kept simple and functional.

Do you play the game from your, the gamers, perspective OR the perspective of the people living in that world?   The choice is up to you in this game...

You are right of course, RP is at the heart of this game and it is probably impossible to build a perfect RP engine that will please all players. Trying to simulate a concept as broad as government is also a huge challenge and if human history is any indication, not everyone will agree on what is best in terms of government options.

I myself enjoy the naval combat aspects of the game and the ship design portion especially. Finally succeeding at building a capable battle fleet after losing battle after battle after battle against a technologically superior foe is rewarding for me. Planetary invasions follow naturally in most of my own self-made stories and so the concept of government comes up a lot in my thinking about game mechanics.

The elegance of the current system is that there really isn't any governmental-level interface at all. You basically just pick a name for your empire and that's about it, aside from assigning colonial administrators.
Open the pod-bay doors HAL...
 

Offline Jorgen_CAB

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Re: Auto Admin Commands
« Reply #33 on: June 19, 2020, 08:19:38 PM »
Do you play the game from your, the gamers, perspective OR the perspective of the people living in that world?   The choice is up to you in this game...

I play mostly as a gamer, but I make nods to the perspective of the people.
These are mostly for the fun factor, but also to make some of the strategic decision-making easier.
For example, rather than constantly assess and re-assess the strategic tradeoffs of building research labs (instead of something else immediately useful), I generally decide what percentage of total income my people want to spend for ongoing research, and I build labs at a constant percent of Earth industry to maintain research spending at the target percentage.
I also establish minimum requirements that the people have for moving population to new systems: grav survey complete, all jump points explored (and monitored by sentry platforms), all neighboring systems free of hostile presence, etc. These restrictions make my empire expand in a fashion that respects the risk perception of the people of a live empire, rather than my own as a gamer.

This sounds generally how I do most of my multi-faction games... as I need to manage many empires I will have to set up long term goals and also have rules of how quick those goals can be changed depending on the climate of the internal political stability of said faction. It also makes things allot easier as projects are not finished every few months but run over very long times, sometimes over many decades as a colony expands its own construction, infrastructure and mining efforts. I only have to check in to adjust the ratios so it produce enough construction factories versus infrastructure and mines to grow and give enough jobs to fill for increase in population.
 
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Offline Steve Walmsley

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Re: Auto Admin Commands
« Reply #34 on: July 12, 2020, 07:27:01 AM »
Manual assignment

Interrupt when relevant commands are lost due health/promotion

Sectors
Admin Command
Planetary Governor
Academies

The problem is that not everyone will want an interrupt for those. At some point I will add optional interrupts for some events but leave some as fixed interrupts
 
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Offline Froggiest1982

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Re: Auto Admin Commands
« Reply #35 on: July 12, 2020, 05:01:00 PM »
Manual assignment

Interrupt when relevant commands are lost due health/promotion

Sectors
Admin Command
Planetary Governor
Academies

The problem is that not everyone will want an interrupt for those. At some point I will add optional interrupts for some events but leave some as fixed interrupts

That I understand, however what are the chances of a civilian admin to be killed and or retire? We looking at a possible 5% per year? Also that Admin should be assigned to a position so you could potentially going on 10 year without an interruption.

However, looking at the report and interrupt yourself or even worse check every single command every year can become pretty tedious fast, at least for me. Also if not for all position mentioned I still believe that Admin Commands should be always manned, so that our fleets can always be with right hierarchy in place as it is already annoying enough to make sure all flag bridges are manned as well. I love to have them manually set and I don't want them full auto at all but, because of that, I have to know if all position are filled properly as it should be.

I have seen people creating fake fleets just to ensure the game stops every now and then so they can run a checklist ensuring all is working fine and I did steal that because is quite clever but in conclusion (and this is my point of view) I don't think we should prioritize fast turns over good management and QOL.

I can put in all the good management needed as I am already doing but without the QOL it just feels like wasted work sometimes.

PLEASE NOTE: I love and respect your work and I will go with whatever is there and you'll decide; I just wanted to give a feedback on something I already know some people wants square and some others round making it very hard to accommodate everybody.
« Last Edit: July 12, 2020, 05:08:28 PM by froggiest1982 »
 
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Offline liveware

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Re: Auto Admin Commands
« Reply #36 on: July 13, 2020, 11:48:37 PM »
Manual assignment

Interrupt when relevant commands are lost due health/promotion

Sectors
Admin Command
Planetary Governor
Academies

The problem is that not everyone will want an interrupt for those. At some point I will add optional interrupts for some events but leave some as fixed interrupts

My solution is to manually parse my admin commands once every 5 or 10 years, assigning new leaders as necessary. Yes, it is tedious, but it has become part of my creative process for generating compelling stories. I lose out occasionally on some administrative bonuses but overall it is easier to manage than if I were to replace each administrator as he/she retires.

A game-driven interrupt is not required in my opinion.
Open the pod-bay doors HAL...
 

Offline TMaekler

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Re: Auto Admin Commands
« Reply #37 on: July 14, 2020, 01:20:37 AM »
My solution is to manually parse my admin commands once every 5 or 10 years, assigning new leaders as necessary. Yes, it is tedious, but it has become part of my creative process for generating compelling stories. I lose out occasionally on some administrative bonuses but overall it is easier to manage than if I were to replace each administrator as he/she retires.

A game-driven interrupt is not required in my opinion.

That is what I am doing as well. Just check every now and then. Role-play reasoning: It just took them so long to find someone out of the ordinary...

I though support the idea of giving us the option to choose which messages should interrupt the flow and which shouldn't; that would be really nice :-)