DeletedUser68
Guest
For a concise, programmatic version of this concept, please jump to
https://us.forum.elvenar.com/index.php?threads/climbing-the-penrose-stairs.116/#post-975
We have a unique opportunity. Our World Map could end up being a source of great frustration, or great pride. I'd like to explore a LOT of possibilities for optimizing the location of our cities, on the World Map, and would offer the following concepts to focus the discussion.
I've combined World Map coordinates, Ranking, and Graceful Progression.
Trying to find a "good" neighborhood, on the world map, is going to be an important challenge because the culture in your city, and your trading opportunities, are very much dependent on active neighbors. So if you're in a BAD neighborhood, how do you get loose without getting constantly dumped into a new neighborhood with a bunch of neighbors who are worse than the last bunch? And what's the POINT of this game, anyway?
If you glance at your in-game Avatar Portrait, your ranking is listed. If you click on your rank and then mouseover the smiley next to the Score in the Rankings popup, you can see that the underlying score is composed of:
- Working Population
- Required Culture
- Solved Encounters
Rather than simply sequencing the scores, I propose that the scores be used to influence your position on the world map, as follows.
- Visualize the World Map as a Spiral, with the highest ranked #1 city at the start of the spiral. As indicated in the above chart, it's easy to treat successive rings as a spiral.
- The number of cites contained by each ring is 1^2, 3^2, 5^2, 7^2, etc, which is a nice mathematical progression that's not actually very important, except that the odd perfect squares are always to the North.
- The IMPORTANT concept is that there's LOTS of room at the bottom, and you can approach the spiral from any direction with equivalent results.
- Your rank would LITERALLY be your position on the World Map, with the highest ranked cities near the center and the lowest ranked cities out on the fringes.
- Every few days, perhaps weekly, the system would walk the spiral, starting with city #1, and would consider 9 cities at a time, as indicated by the green highlighting for city #15. The system would REARRANGE those 9 cities so that they are distributed on the 9 selected sectors of the spiral in accordance with their current underlying score.
- If you're doing better than your near neighbors, then your spiral rank and your position on the world map would move closer and closer to the center of the map.
- If you're not very active, you'd gradually drift toward the fringes of the map.
- New members would start along any edge. If they're really working at the development of their city, then rather than tracing the entire spiral they would actually be able to jump sidewise into the next higher ring, as they rapidly worked their way toward the top of the mountain.
- Your active neighbors would be progressing at a similar rate, so you'd always see a few familiar faces in your new neighborhood.
- Your near neighbors would have a similar level of development and, to a lessor extent, similar levels of trading and cultural support activity, as you'd quickly move past the doorstops.
- Inactive members would drift toward the fringes, and after a few inactive weeks InnoGames would not even need to show the inactive cities on the map.
- If someone returns, after several inactive weeks, they'd simply "rent a room" from the active player who has the next highest score, and that city would be their base of operations until their own city became visible on the World Map, during the next recalc.
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