Author Topic: Aurora C# unofficial manual  (Read 525 times)

0 Members and 1 Guest are viewing this topic.

Offline Paul Shakur (OP)

  • Petty Officer
  • **
  • Posts: 17
  • Thanked: 7 times
Aurora C# unofficial manual
« on: September 14, 2020, 03:24:41 PM »
Hello everyone.

Since I saw topic created by Demonides C# Aurora Changes List v1.12 / Table of Contents I've decited to contribute somehow to this amazing community of amazing game. froggiest1982 mentioned about making PDF from this huge list of topics and I took it very seriously.

Do you think it's worth making Aurora C# manual? Or am I wasting time? If you think it's good idea to make it, then please help categorize links in topic Demonides created as my work is 100% based on his. What I do is just simple formatting to PDF and Copy + Paste posts Steve Walmsley devlogs from this forum as of now.

You can download test version of this manual from my github page: https://github.com/Pawel82S/Aurora-C-Sharp-manual/releases or from attachment below.
Maybe include links to YouTube creators in separate section of this manual based on AJS1956 work in this topic?

Let me know what you think about it.

========================================================================================
If someone would like to help creating this manual then here are few ways you can do it:
  • Split into categories topics listed alphabeticly in C# Aurora Changes List v1.12 / Table of Contents. More on this below.
  • If you found some good advice/tip about some topic not covered in this huge list of links then plese post link here. It will be added to (non existent yet) "Tips & Tricks" section of manual.
  • If you know LaTeX and have some time you can help directly on github.
  • If you think that something is obsolote or in wrong place then please let me know.

I've started splitting big list of topics into categories. For this purpose I've created 2 simple text files so anybody who has will and time to help can do it. This is how it works:
It's so many of them that any help will be appricieted.
« Last Edit: Yesterday at 07:14:06 AM by Paul Shakur »
 
The following users thanked this post: froggiest1982, MinuteMan

Offline froggiest1982

  • Captain
  • **********
  • f
  • Posts: 584
  • Thanked: 157 times
Re: Aurora C# unofficial manual
« Reply #1 on: September 14, 2020, 04:44:19 PM »
Hello everyone.

Since I saw topic created by Demonides C# Aurora Changes List v1.12 / Table of Contents I've decited to contribute somehow to this amazing community of amazing game. froggiest1982 mentioned about making PDF from this huge list of topics and I took it very seriously.

Do you think it's worth making Aurora C# manual? Or am I wasting time? If you think it's good idea to make it, then please help categorize links in topic Demonides created as my work is 100% based on his. What I do is just simple formatting to PDF and Ctrl+C, Ctrl+V posts Steve Walmsley devlogs from this forum as of now.

You can download test version of this manual from my github page: https://github.com/Pawel82S/Aurora-C-Sharp-manual/releases
Maybe include links to YouTube creators in separate section of this manual based on AJS1956 work in this topic?

Let me know what you think about it.

Yes, I was originally working on something but due to the number of bug fixes and changes around that time it was very hard to keep up, so I ended up writing and collecting the FAQ as there were like 100 requests a day between comma issues and such. After that, I moved into my medal pack and a scenario generator. Now I am working o a massive Government Simulator for Aurora C#, which is almost ready and I hope to release soon. Screenshot attached so you can see it is actually true (just in case you are interested and wondering if I will actually do this)

Sorry if I let you down!

Thanks for reviving this, I will surely use it and contribute if you need help.
 
The following users thanked this post: Kristover, Black, Paul Shakur

Offline Paul Shakur (OP)

  • Petty Officer
  • **
  • Posts: 17
  • Thanked: 7 times
Re: Aurora C# unofficial manual
« Reply #2 on: September 14, 2020, 04:52:45 PM »
[...]
Sorry if I let you down!

Thanks for reviving this, I will surely use it and contribute if you need help.
You don't have to apoligize me, you inspired me! It will be grat honour to me if you compete your "Government Simulator" project so I could include it in "manual" if you wish. I will be looking to this and source topic regulary for any updates and cotributions.
Help is always welcomed.
« Last Edit: September 14, 2020, 04:54:54 PM by Paul Shakur »
 

Offline froggiest1982

  • Captain
  • **********
  • f
  • Posts: 584
  • Thanked: 157 times
Re: Aurora C# unofficial manual
« Reply #3 on: September 14, 2020, 05:14:09 PM »
[...]
Sorry if I let you down!

Thanks for reviving this, I will surely use it and contribute if you need help.
You don't have to apoligize me, you inspired me! It will be grat honour to me if you compete your "Government Simulator" project so I could include it in "manual" if you wish. I will be looking to this and source topic regulary for any updates and cotributions.
Help is always welcomed.

I attach my job then, you can use it

EDIT: it is in odt as I use libre office so if you use work you may not be able to use the links, let me know if I need to save it in another format.
« Last Edit: September 14, 2020, 05:18:24 PM by froggiest1982 »
 
The following users thanked this post: Paul Shakur

Offline Kristover

  • Lieutenant
  • *******
  • K
  • Posts: 159
  • Thanked: 69 times
Re: Aurora C# unofficial manual
« Reply #4 on: September 14, 2020, 06:05:10 PM »


I would be very interested in hearing about this government simulator of yours.  I do something similar but I actually use a spreadsheet of events with probabilities and MANUALLY roll a D100 dice every month to simulate internal events for my running fictional account.  I know, really geeky but hey, this is my hobby.
 

Offline froggiest1982

  • Captain
  • **********
  • f
  • Posts: 584
  • Thanked: 157 times
Re: Aurora C# unofficial manual
« Reply #5 on: September 14, 2020, 07:54:44 PM »
I would be very interested in hearing about this government simulator of yours.  I do something similar but I actually use a spreadsheet of events with probabilities and MANUALLY roll a D100 dice every month to simulate internal events for my running fictional account.  I know, really geeky but hey, this is my hobby.

I will have to publish the lore of it for those who are really into it. It is still possible to use just as it is but without knowing the mechanics behind people may get frustrated.

Just so you know I am into the final stage as I am right now at the randomization of the standard formulas which are all written and tested already. The randomization will happen with dice rolling through F9 refresh same as my scenario generator. This will be the 1.0 with planning to expand.

The 1.0 will include:
4 Main forms of government - Democracy, Republic, Federation and Oligarchy plus 7 sub Government (like a Matriarchal form for instance)
Each Government has its own structure and parameters so same results could lead to different majorities depending on the Government adopted
Dynamic switch of government through Constitutional reforms: the current ladder is Democracy, Republic, Federation, Oligarchy and can progress up and down. So Oligarchy could lead to any government, democracy could lead to the Federation or Republic and Federation or Republic could lead back to Oligarchy or Democracy or either Federation or Republic.
Each voter pool is simulated based on the latest real-world parameters in terms of turn out at elections, spoil votes, male and female. Underage (18) cannot vote.
Current voting systems are Universal, Elective, Patriarchal and Matriarchal.
Polling system so that Parties are getting random votes based on the race parameters at time of election so that any election will be different and could lead to unexpected results but still in line with what people feel. So, for instance, the Militarists party in my test atm can have anything between 16.89% to 22.85% of the votes while the Pacifists only 11.61% to 13.35% but it turns out the elections were rigged as more people than the actual eligible voted (atm this feature will lead to rerun the election but I am planning to actually make it an event if you roll it for X amount of times in a row). Basically greater the number of people voting the higher will be the uncertainty of the election.
Current Parameters are (willing to change in the future as these were the easiest to get all going): Number of Colonies, Number of Naval Shipyards, Number of commercial Shipyards, Total number of Academies, Number of research Facilities, Level of Training, Mineral Shortage, Ruins, At War or Not, Number of Friendly Alien races, Unrest.

I have attached a screenshot


Offline froggiest1982

  • Captain
  • **********
  • f
  • Posts: 584
  • Thanked: 157 times
Re: Aurora C# unofficial manual
« Reply #6 on: September 15, 2020, 08:07:33 PM »
I would be very interested in hearing about this government simulator of yours.  I do something similar but I actually use a spreadsheet of events with probabilities and MANUALLY roll a D100 dice every month to simulate internal events for my running fictional account.  I know, really geeky but hey, this is my hobby.

I will have to publish the lore of it for those who are really into it. It is still possible to use just as it is but without knowing the mechanics behind people may get frustrated.

Just so you know I am into the final stage as I am right now at the randomization of the standard formulas which are all written and tested already. The randomization will happen with dice rolling through F9 refresh same as my scenario generator. This will be the 1.0 with planning to expand.

The 1.0 will include:
4 Main forms of government - Democracy, Republic, Federation and Oligarchy plus 7 sub Government (like a Matriarchal form for instance)
Each Government has its own structure and parameters so same results could lead to different majorities depending on the Government adopted
Dynamic switch of government through Constitutional reforms: the current ladder is Democracy, Republic, Federation, Oligarchy and can progress up and down. So Oligarchy could lead to any government, democracy could lead to the Federation or Republic and Federation or Republic could lead back to Oligarchy or Democracy or either Federation or Republic.
Each voter pool is simulated based on the latest real-world parameters in terms of turn out at elections, spoil votes, male and female. Underage (18) cannot vote.
Current voting systems are Universal, Elective, Patriarchal and Matriarchal.
Polling system so that Parties are getting random votes based on the race parameters at time of election so that any election will be different and could lead to unexpected results but still in line with what people feel. So, for instance, the Militarists party in my test atm can have anything between 16.89% to 22.85% of the votes while the Pacifists only 11.61% to 13.35% but it turns out the elections were rigged as more people than the actual eligible voted (atm this feature will lead to rerun the election but I am planning to actually make it an event if you roll it for X amount of times in a row). Basically greater the number of people voting the higher will be the uncertainty of the election.
Current Parameters are (willing to change in the future as these were the easiest to get all going): Number of Colonies, Number of Naval Shipyards, Number of commercial Shipyards, Total number of Academies, Number of research Facilities, Level of Training, Mineral Shortage, Ruins, At War or Not, Number of Friendly Alien races, Unrest.

I have attached a screenshot

I have just made a small adjustment on the democracy due the fact that votations were quite easy to predict considering it was the only one without a random factor, so I have included a randomness in the actual Parliament attendance by the parliamentars so that votations have still a small chance of not going as predicted.

Why it is important? The randmness will impac not on chances which are always generated considering the max amount of seats present, but on the dice roll as that day some people may not making it in time, being elsewhere campaigning or even sick. Meaning you still know how likely is for you to roll a PASS but on 100%-90% you can still not be that confident. On the other hand, you may be able to turn around 10/20% chances just because some folks against the policy proposed may not vote that day.

Based on statistics of years from 2018 to 2020 of the US Senate the average attendance of Senators is around 50%, so a roll between 5 to 10 will e included.

the Randomness factor was already included in the other government but in different factors, I just did not know how to make the democracy not only more interesting but also less predictable yet.

I must say that I am happy so far.

Now becase I don't want to clutter this board I am going to create a new topic as we should be very near to the actual release and will paste and copy previous posts while deleting these.

Sorry for the intrusion.
« Last Edit: September 15, 2020, 08:14:32 PM by froggiest1982 »
 

Offline Paul Shakur (OP)

  • Petty Officer
  • **
  • Posts: 17
  • Thanked: 7 times
Re: Aurora C# unofficial manual
« Reply #7 on: Yesterday at 07:16:49 AM »
If someone has will and time to help me with this manual then read 1st post where you find all information about it. For now the biggest bottleneck is dividing topics by category which I already started.
 

Offline smoelf

  • Lt. Commander
  • ********
  • Posts: 251
  • Thanked: 85 times
Re: Aurora C# unofficial manual
« Reply #8 on: Yesterday at 08:35:18 AM »
This is a cool project, and I have to say, after looking over the manual and github site, that you have done a really impressive job with setting this up. I was a bit worried that collecting all of this information in a pdf would result in something more static (in case you grew bored with the project at some point - risking it to grow outdated), but this seems pretty solid.

However, I do want to say that even though I am a sucker for a good manual, I do think that the existing wiki has a better infrastructure to collect available knowledge about Aurora 4x: http://aurorawiki.pentarch.org/index.php?title=Main_Page. When I have a problem in any game I play, it is more likely that I will google for solutions rather than looking in a manual, so I think the work you are doing with restructuring the information and presenting it will receive much wider use if it was on the wiki. This is not to discourage you from working on the manual, just some thoughts on how to get the most out of the effort you are putting into it.
 
The following users thanked this post: Zap0

Offline RougeNPS

  • Petty Officer
  • **
  • R
  • Posts: 18
Re: Aurora C# unofficial manual
« Reply #9 on: Yesterday at 06:03:04 PM »
I would accept a government simulator in with a manual. I like that aspect of the game and while yes, i realize its purely for roleplay purposes, i wish it was expanded more. However i waited years for C#, i can wait more years if necessary for an expansion to government.

I would really like the manual though im terrible at the game and i usually dont play past colonizing my home system because it all gets to be to much. I dont understand the fleet mechanics all that well.
 

 

Sitemap 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72