Author Topic: Return to Sol: Multiplayer Aurora - Setup  (Read 3234 times)

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Offline sublight

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Re: Return to Sol: Multiplayer Aurora - Setup
« Reply #15 on: December 20, 2012, 07:41:26 AM »
Year 2035 posted, and that brings the game to the 10 year mark.

At this point everyone has geosurveyed their home system and constructed at least two different ship classes. Research is booming, and activity is starting to pick up.

Its time to slow the time increments down from 2-years to 1-year. The next few turns might be a little slow at 1-year speeds, but a shorter time advance step will let me use a higher 5-day/30-day ratio and pay closer attention to the event log.
 

Offline sublight

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Re: Return to Sol: Multiplayer Aurora - Setup
« Reply #16 on: January 07, 2013, 08:53:44 PM »
Year 2038 uploaded.

I think I'm going to try posting spiffy graphs showing relative production over time instead of the tables from last game.

This will probably make for fewer AAR updates each containing more information. First true report coming with 2039 when I can post 3 data points for 2025, 2027, 2029.
 

Offline sublight

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Re: Return to Sol: Multiplayer Aurora - Setup
« Reply #17 on: January 19, 2013, 12:54:06 PM »
Ok, I think the reason I failed at graphs last time was because I was trying to show too much information on the same graph.

So, here is Try #2:


Option 'A'. Graph by sub category. Sort of what I was trying to do before, but with only one line per faction. Trying to graph everything this way every update would take up too much space, so I'd either have one Statistics thread stuffed with everything, or else only post two or three new graphs with each AAR update.


Option 'B'. Graph by Race. This make comparison between races harder, but makes racial changes easier to see. Likely I'd create one Facts-page per faction that contains all known ship designs and production trends. Or those of you running race specific AARs could copy the image links and stick them there.


Option 'C'. The pie-chart does a nice job at showing relative production across multiple categories and races, but gives up the historic trend data that the other options show.


And there is Option 'D'.
A PDF of the raw table data as an attachment.


Any thoughts on what should be my primary AAR production report formate, and what/if I should periodically include for secondary information?
 

Offline MagusXIX

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Re: Return to Sol: Multiplayer Aurora - Setup
« Reply #18 on: January 19, 2013, 01:45:35 PM »
Go Venus!

Also, I like pie charts.  Mmm, pie.
 

Offline Ektoras

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Re: Return to Sol: Multiplayer Aurora - Setup
« Reply #19 on: January 20, 2013, 04:32:02 AM »
I choose option A.
 

Offline Conscript Gary

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Re: Return to Sol: Multiplayer Aurora - Setup
« Reply #20 on: January 20, 2013, 09:07:04 PM »
Hm. I like A, but in combination B and C could give a nice overview of things
 

Offline Jikor

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Re: Return to Sol: Multiplayer Aurora - Setup
« Reply #21 on: January 21, 2013, 09:56:50 AM »
I like option A with perhaps the data that is shown each update is a little different. Kinda like how in Civillization you have the "wealthiest" the "strongest" etc updates every few years.
 

Offline sublight

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Re: Return to Sol: Multiplayer Aurora - Setup
« Reply #22 on: January 26, 2013, 08:15:30 AM »
Ok. I'll post a current status pie-chart for "universes best" backed by the necessary historical trends (a mix of A and C).

Just to clarify for any player who's delaying taking turn: I try to post AARs to cover 2 turn segments each with a 10 year offset from the segment ending. Since the early game ran at an accelerated 2 years/turn at first, this has lead to a rather slow starting update speed. The next posted AAR won't come until after the 2042-4043 turn ends.
« Last Edit: January 26, 2013, 08:17:18 AM by sublight »
 

Offline sublight

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Re: Return to Sol: Multiplayer Aurora - Setup
« Reply #23 on: February 14, 2013, 09:30:46 PM »
Hmm. Thats twice in row now that I've needed two days to process an SM turn. If that happens again I'll need to either add an extra day or two between updates or else cut back to 6-month long turn increments.

Any players have a preference between slightly less frequent updates or shorter time advances?
 

Offline Conscript Gary

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Re: Return to Sol: Multiplayer Aurora - Setup
« Reply #24 on: February 16, 2013, 09:27:36 PM »
Yearlong increments are a lot easier to plan for than half-years. I'm fine with the time taken for updates
 

Offline sublight

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Re: Return to Sol: Multiplayer Aurora - Setup
« Reply #25 on: February 17, 2013, 03:26:14 PM »
Panopticon will be stepping down from Supreme Commander of the Empire of Venus.
niflheimr has agreed to step up as the next Venusian leader.

Next SM turn will be about three days from now to give niflheimr time to review the situation and post orders. In the future I'll go with Conscript Gray's suggestion of taking a 1-year SM turn every 4-5 days up from every 3-4 days. Once players establish contact with each other and aliens are turned back on we may drop back to 6 month turns every 3-4 days, but that will be a discussion for another day.
 

Offline niflheimr

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Re: Return to Sol: Multiplayer Aurora - Setup
« Reply #26 on: February 19, 2013, 01:54:00 PM »
Will be doing my turn tonight - sorry for the delay but it took some time to figure out how things are going in my empire :)
 

Offline sublight

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Re: Return to Sol: Multiplayer Aurora - Setup
« Reply #27 on: April 23, 2013, 10:07:59 PM »
The game has now gained  another +1 level of heat death and will have to either slow down, or loose resolution.

The current settings are:
Time Increment: 1 year
Player turn time: 4-6 days
SM turn time: 2-4 days
Average turn frequency: every 7 days.

Solutions include:
a) Shorten time increments to 6 months.
b) Begin extensive use of minimum number auto-turns. This will greatly diminish the SM's ability to promptly respond to unexpected situations.
c) Add +2 days to player turn time and +1 day to SM turn time, reducing average update pace from once a week to twice every three weeks.

Is the increased time between updates still the preference, or would people prefer one of the other time management options this time around?
 

Offline Conscript Gary

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Re: Return to Sol: Multiplayer Aurora - Setup
« Reply #28 on: April 23, 2013, 10:44:51 PM »
Hm. I think we're approaching the level of interaction where a 6 month increment might be good for more responsive player actions. This time of year I'd rather not increase the update pace, and autoturns often lead to silliness.
 

Offline Ektoras

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Re: Return to Sol: Multiplayer Aurora - Setup
« Reply #29 on: April 24, 2013, 12:50:43 AM »
I vote for 6 month increments, they might solve the problem for some game years. If they will save the game I also don't mind 3-4 auto five day turns.
 

 

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