Rules vagueness: Special Projects and Completion Limit
I will quote the relevant parts of the turn auditing of turn 171 to highlight the issue as Fedor points it out.
Relevant quote from Fedor's post (Turn 172 / 2014-09-15 (Monday) 11:24):
Chriz' post (Turn 172 / 2014-09-15 (Monday) 12:13):
Gerben's post (Turn 172 / 2014-09-15 (Monday) 12:48):
Relevant quote from Fedor's post (Turn 172 / 2014-09-15 (Monday) 11:24):
Fedor wrote:Praetorian Empire:
Attempting to refurbish Praeto Zone 10 whilst Harmonized Industrial Recycling Awareness (which is a special project) is being constructed on Praeto. In my mind this breaks the Completion limit, but the Hiocans do this as well.Completions wrote:Finishing the construction or refurbishment and Corporation Founding or Specialisation of a zone (by paying the lastor, in case of special projects, other goods required) is a zone completion.
You can complete one zone per world per.
Because this sentence explicitly mentions special projects this confuses me, is this allowed?
Chriz' post (Turn 172 / 2014-09-15 (Monday) 12:13):
Chriz wrote:The Harmonized Industrial Recycling Awareness is a special project that is applied on the recycling infrastructure on the planet, this is not a zone construction and therefore does not count as zone construction for the limit.
(Fixed the trade fleet mistake.)
Gerben's post (Turn 172 / 2014-09-15 (Monday) 12:48):
Gerben wrote:Under the current rules, it is true the applying an upgrade to a special project ( as with Harmonized Industrial Recycling Awareness) that doesn't directly involve zone's, isn't limited by a construction limit per planet. That would lead to the conclusion that the current actions by both the Praetorian Empire and the Hiocan Society are allowed.
For the sake of consistency however, looking at the list of different completion limits we currently know, adding a limit for this type of 'completion' might be needed.
Special projects are currently exempt from the normal completion limits unless they are explicitly a zone, zone upgrade, holonet relay, or some other type of thing that is well-defined.
This might warrant some attention though, since some projects act as if they are creating zones, but currently ignore the completion limit. An example of this would be the seemingly unendless situation of Praeto's planetary defence grid, which has been put on indefinite hold:
Here, the Planetary Defence Grid special project creates a zone in orbit, but does not explicitly state it falls under the zone completion limit due to historic reasons of not having orbit capacity at the time of writing and such.
I think some special projects might require some reworking now that we have a more clear idea of how orbital projects work. This would include things like the Holonet Universal Base Code Patch, since that is currently not bound to completion limits either -- though that it is already worked out as an upgrade on a holonet station. How do you people expect special projects to be handled?
((EDIT: The completion limit page explicitly states "Finishing the application of a Holonet Universal Base Code Patch is also a holonet completion.", though I could not find this information on the Base Code patch page itself.))
This might warrant some attention though, since some projects act as if they are creating zones, but currently ignore the completion limit. An example of this would be the seemingly unendless situation of Praeto's planetary defence grid, which has been put on indefinite hold:
Praetorian Empire wrote:Praeto Planetary Defence Grid: -> INCOMPLETE (0/2800+ 200/200
+ 400/400
)
Praetorian Empire wrote:Praeto Zone 10 to be refurbished toCrystals Zone : +500
-> COMPLETE (500 / 500)
Here, the Planetary Defence Grid special project creates a zone in orbit, but does not explicitly state it falls under the zone completion limit due to historic reasons of not having orbit capacity at the time of writing and such.
I think some special projects might require some reworking now that we have a more clear idea of how orbital projects work. This would include things like the Holonet Universal Base Code Patch, since that is currently not bound to completion limits either -- though that it is already worked out as an upgrade on a holonet station. How do you people expect special projects to be handled?
((EDIT: The completion limit page explicitly states "Finishing the application of a Holonet Universal Base Code Patch is also a holonet completion.", though I could not find this information on the Base Code patch page itself.))
I expected something along the lines of, a single construction project (like a zone, or a recycling application) per planet, per turn.
Orbital projects (the currrent ones) still only have effects on a single planet and so I expect that planet to be occupied and not be able to also do zone construction.
Orbital projects (the currrent ones) still only have effects on a single planet and so I expect that planet to be occupied and not be able to also do zone construction.
The current rules work differently, but I like the way Fedor's clean 'one thing per planet per turn' works. It is less complex than our current rules, and in my opinion better because of that.
The simpler look works especially well if we combine it with the current developments of the Construction Fleet proposal. The construction fleets will already serve to limit the amount of deep-space projects. They allow us to remove the necessity to declare completion limits for deep space construction, after all, if you need a fleet per project, you are already limited to no more projects than you have fleets.
We will have to work out some edge cases (terraform, outpost zone construction, etc.) but I feel that simplifying the completion rules would be beneficial.
The simpler look works especially well if we combine it with the current developments of the Construction Fleet proposal. The construction fleets will already serve to limit the amount of deep-space projects. They allow us to remove the necessity to declare completion limits for deep space construction, after all, if you need a fleet per project, you are already limited to no more projects than you have fleets.
We will have to work out some edge cases (terraform, outpost zone construction, etc.) but I feel that simplifying the completion rules would be beneficial.
I agree with Brend's assessment and Fedor's proposal, we should strive to simplify the rules. Though I do believe that terraformation should maintain its own separate limit.
I agree that we could simplify the rules a bit. However I still believe that special projects should not be using the same completions as zone construction. I believe terraformation is just one of the many special projects that are possible in a system and should not be treated differently.
I do like the idea of separating the special projects that are in your system and the ones that are outside the system. Using the deep-space concept with construction fleets sounds like a good limiting factor to me.
I am still unsure whether we really require completion limits for special projects within the system. Aren't they special enough?
I do like the idea of separating the special projects that are in your system and the ones that are outside the system. Using the deep-space concept with construction fleets sounds like a good limiting factor to me.
I am still unsure whether we really require completion limits for special projects within the system. Aren't they special enough?
Player of the Praetorian Empire
Replies
@Chriz: The thing is, a lot of the so called 'special projects' aren't all that special, and they never were. This is specifically true for any project that creates a zone-like thing (Genealogical Archives and any associatd upgrade, or the Space Elevator and its upgrades) or which uses orbital capacity to create zones (Planetary Defence Grid). These are effectively just zones, and as such should adhere to the same completion limits. A perfect example of this is your use of this quirk in the current rules to preload two Planetary Defence Zones under the argumentation that they are special projects and should not hold up other construction. But they really are just zones...
I have included Terraformation as a specific category in my proposal because it has to be limited a little due to its weird (Initiation Project -> Actual Project) structure. But it is mostly there because the same rule set can be used for getting project exclusivity (i.e., the way you can only have a single zone construction project running at the same time in the current rules; or only a single terraformation project per world)
Deliberation
I have done some thinking on the issue. First of, the completion limits were introduced to clarify the earlier situation of '1 zone per world per turn' to prevent the Mona Lisa cannon style of system development. The Construction Fleet proposal will take care of deep space limitations, but this does not simplify anything within an independent system.
Inside an independent system, nearly all projects work on a 'per world' basis: that is, nearly every project affects a single world. The problem of implementing a single 'Planetary Completion' for any project on the planet is that it mixes planet-wide and localized projects. For example, a planet-wide project such as a terraformation project or Same-sex Reproduction Catalysts would hold up all zone construction. This is clearly undesirable.
Gerben already remarks that Terraform should remain a separate completion in his opinion. I am of the opinion that it all planet-wide projects should be exempt from the completion limits; it is very strange for a government to execute planet-wide projects in a way that blocks the localized projects. On the other hand, anything that creates a zone-like construction in orbit should be counted as a normal completion; there is no reason for localized construction near the surface of the world should be handled differently from localized construction in orbit.
Guideline
To make a division that is somewhat predictable I propose to use the following guideline:
Any project usually involves a construction tool. For any deep space construction, this tool is a Construction Fleet. For zone construction, this tool is the world on or around which the zone is built. The completion is best limited on the tool: Analog to how a Construction Fleet can only have a single completion, a world can only have a single completion.
Proposal
I propose the following (The way I wrote it down might be a little to 'program-like', so it might require some revision):
Completions
A completion is the final payment or investment in a project. Whether this payment is pure
, special goods like
or
, or even normal products like
or
doesn't matter.There are multiple categories of completions, if a project falls within multiple categories it falls under both completion limits. For example completing a Megadome Cities on an outpost counts as both a Planetary Construction Completion and as a Construction Fleet Completion. Another example would be a Military Fleet Comletion, which counts as the completion for both its home port and for the fleet itself.
The following lists the gives the completion categories (and the associated tools listing in parenthesis) and what is meant by them. Normally, you can have a single completion per category per tool per
:- Planetary Construction Completion (world): All zone construction, all zone upgrades, all zone specialisation, all zone refurbishing, Extra-dimensional Particle Collectors, Planetary Defence Grid, Solar Wind Generator Array
- Construction Fleet Completion (construction fleet): Any project which requires an assigned construction fleet
- Terraformation Completion (world): The terraformation initiation research, the terraformation project itself
- Military Fleet Completion (home port zone): Fleet construction, all fleet upgrades
- <Any> Fleet Completion* (fleet): Fleet Construction, all fleet upgrades
* Counts for any type of fleet: <Any> can be any of Military, Trade, Survey, Construction, etc.
Anything not covered by these categories is free of completion limitations.
Note A: Any 'special project' which constructs a zone, or which results in a zone upgrade is simply counted as zone construction or zone upgrade (such as for example Megadome Cities or Gasses Processing Platforms). The same holds for 'all fleet upgrades' for military fleets. This covers any and all 'special project' upgrades.
Note B: Note that furthermore that I have removed any reference to holonet relays. In your home sector I really don't care because the limiting factor is not the amount of relay upgrades per turn but the influx of necessary materials, and outside of your home sector the construction fleet limit neatly covers the situation.
Note C: This covers Chriz request for not giving all special projects differnt completion limits. Anything not explicitly bound is not bound at all; it will always remain a little bit of guess-work.
Note D: Technically, the completion rules do not limit a player in having multiple projects of the same kind running on the same 'tool'. Those limitations are currently enforced by the specific rules themselves; however, I feel that the completion limit categories can easily be used for that as well: If you are doing a project that will be a completion in both the Planetary Construction and Construction Fleet categories, you can not do another Planetary Construction project with that world, nor another Construction Fleet project with that fleet...
Note E: There might be bugs in my reasoning, or edge cases I forgot. Please do not hesitate to mention those.
I have a question about note D.
Which specific rules are you talking about?
As far as I understand, this proposition also does not limit having multiple projects running as long as they are not completed on same
. You would propose to limit that? This seems like a key point so I am just making sure I understand.
Technically, the completion rules do not limit a player in having multiple projects of the same kind running on the same 'tool'. Those limitations are currently enforced by the specific rules themselves; ...
Which specific rules are you talking about?
As far as I understand, this proposition also does not limit having multiple projects running as long as they are not completed on same
. You would propose to limit that? This seems like a key point so I am just making sure I understand.Fedor wrote:Which specific rules are you talking about?
- Zones says: "You can only have a single zone construction project per planet,..."
- Terraformation says: "Only one terraformation process can take place on a planet at the same time..."
Fedor wrote:As far as I understand, this proposition also does not limit having multiple projects running as long as they are not completed on same. You would propose to limit that? This seems like a key point so I am just making sure I understand.
The proposal I make does not limit the number of projects you are running in parallel, but the number of projects you are allowed to complete.
However, the number of projects you can run in parallel is restricted by the specific rules of those projects:
- zone construction rules restrict to one zone construction project per world,
- terraformation rules restrict to one terraformation project per world,
- any project type involving a Construction Fleets is restricted by the number of Construction Fleets you have available
In note D, I reflect that I see an elegant symmetry between completions and parallel project restrictions. We might want to exploit this symmetry to pull all 'project restriction rules' into a single set of guidelines that clears out the problem; as far as I can see right now this will not introduce new limitations or restrictions, while at the same time creating a framework of project guidelines that works for projects we introduce at a later moment as well.
So, my proposal does not limit parallel projects as other rules already do this, I just note that we might want to look into incorporating this into the completion rules.
As an aside, I feel that the completion rules currently are are, and will most likely remain, the most complex of the FWURG rules, due to their interlocked nature with several other rules and concepts we have. I think I have come up with a way to explain them clearly, but I want to make sure we have the correct mechanics in place first.
If my answer remains unclear to Fedor or anyone else, let me know, and I will allocate some time this weekend to write it up from a different perspective!
That clears up the one unclarity I had about the proposal, thanks.
I agree that there are quite a lot of similarities between the completions and the parallel project restrictions and that this should be exploited to unify them into a single set of rules that is clearer than keeping them separate.
I agree that there are quite a lot of similarities between the completions and the parallel project restrictions and that this should be exploited to unify them into a single set of rules that is clearer than keeping them separate.
Having coherent rules is good, that makes is easier, go for it.
I was talking with Elmer about the changes that are discussed and maybe a page which tracks all the recent changes would be nice. So you can quickly compare the old and new situation.
I was talking with Elmer about the changes that are discussed and maybe a page which tracks all the recent changes would be nice. So you can quickly compare the old and new situation.
The rules completion limits
I agree with Brend and think the most elegant way of defining the completion limits is by defining a set of types which covers all kinds of completion limits, and then assign the type of limit to every construction, or project or whatever you can spend your tax on. Like tags, you have completion limit tags and the tags define to which limits the project is submitted to.Therefore I believe Brend his proposal is logical. I think only that
Military Fleet Completion (home port zone) can be changed to something like homeport Fleet Completion (home port zone) This way it is easier to assign other types of fleets to the same completion rule without causing confusion. This way, the survey fleet can have the homeport fleet completion without issues or confusion.Change-log
I think it would be a nice idea to keep track of a change-log. Everytime when we made a change in the rules, we write it down in the change-log. This way we can keep track what is happening with the FWURG rules. Further discussion can we do in the newly made change-log thread.Elmer wrote:...I think only thatMilitary Fleet Completion (home port zone)can be changed to something likehomeport Fleet Completion (home port zone)This way it is easier to assign other types of fleets to the same completion rule without causing confusion. This way, the survey fleet can have thehomeport fleet completionwithout issues or confusion....
The reason I didn't do that is because it would add additional restrictions to the rules: Trade Fleets, Survey Fleets (and soon Construction Fleets) can be in a 'two fleets on one home port' relation with a Open Market Zone(1). With your proposed chage, it suddenly becomes impossible to upgrade two trade fleets supported by the same OM zone in the same turn, which is a significant restriction beyond the old situation.
What do people think about Note D?
(1): We really should have a better name for it 'Open Market' doesn't even cover what it does, it might just as well be called 'Port Zone' -- then again, renaming a zone is hard work, and I'll just as happy leave it like it is, misnomer or no :P
I agree with note D.
Brend, it does not become impossible to upgrade 2 tradefleets at the same time, as they would have the <any>fleet completion tag. With your way, upgrading a survey fleet has no completion limits, unless you give them the Military Fleet Completion tag, which is stupid as it is a survey fleet, not a military fleet.
Brend, it does not become impossible to upgrade 2 tradefleets at the same time, as they would have the <any>fleet completion tag. With your way, upgrading a survey fleet has no completion limits, unless you give them the Military Fleet Completion tag, which is stupid as it is a survey fleet, not a military fleet.
Elmer wrote:Brend, it does not become impossible to upgrade 2 tradefleets at the same time, as they would have the <any>fleet completion tag. With your way, upgrading a survey fleet has no completion limits, unless you give them the Military Fleet Completion tag, which is stupid as it is a survey fleet, not a military fleet.
Err... *Thinks*
"Your rule-fu is weak, young one."
This is not true. In my system a survey fleet falls under the <Any> Fleet Completion tag, which limits them to one completion per survey fleet per turn.
You proposed to replace my "Military Fleet Completion (home port zone): Fleet construction, all fleet upgrades" with "Homeport Fleet Completion (home port zone): Fleet construction, all fleet upgrades". If we do this, the two trade fleets supported by the same Open Market Zone cannot enjoy a completion in the same turn, since the first completion already uses the home ports completion for the 'Homeport Fleet Completion' category...
I think you missed the point of the paragraph:
In the proposal Brend wrote:There are multiple categories of completions, if a project falls within multiple categories it falls under both completion limits. For example completing a Megadome Cities on an outpost counts as both a Planetary Construction Completion and as a Construction Fleet Completion. Another example would be a Military Fleet Comletion, which counts as the completion for both its home port and for the fleet itself.
Which is that something can fill into multiple categories, and counts as a completion in both if it does so.
I propose to leave out the: "Military Fleet Completion (home port zone): Fleet construction, all fleet upgrades' rule since this completion is already completely covered in the "<Any> Fleet Completion* (fleet): Fleet Construction, all fleet upgrades" rule.
Since in the current rule set you can only have one military fleet per fleet zone the home port has no effect on the completions. The use of the home port prerequisite should be listed under the military fleet construction / upgrading rules.
If we later introduce a technology that allows a fleet zone to support multiple fleets this technology will need a description on how to handle the home port lock.
Since in the current rule set you can only have one military fleet per fleet zone the home port has no effect on the completions. The use of the home port prerequisite should be listed under the military fleet construction / upgrading rules.
If we later introduce a technology that allows a fleet zone to support multiple fleets this technology will need a description on how to handle the home port lock.
Player of the Praetorian Empire
I agree with Chriz' analysis. The Military thing was only in there because the old rules had that effect, but the old rules didn't have the <Any> Fleet line; so the use of the home port as a tool is less relevant.
If we later introduce extra shit, the technology itself can list the additional completion constraints with the technology effect, cleanly separating base rule and technology exceptions.
If we later introduce extra shit, the technology itself can list the additional completion constraints with the technology effect, cleanly separating base rule and technology exceptions.
I was under the assumption that the survey fleet was not really covered with your scheme, or would fall under the Military Fleet Completion. This because both Military fleets and survey fleets need to be inactive (for as far a survey fleet is inactive) docked at their homeports, while trade fleets do not have to be docked at their homeports in order to be upgraded. The survey fleet has much more in common with a military fleet rules wise and thus it is logical they share the same limitation rules.
And to be clear, I don't want to remove the <any>fleet upgrade, that one still can be there. I just don't like the naming of the Military Fleet Completion. The only thing I proposed was to change the name to be less restricted to military fleets only.
One question though if we remove the Military Fleet Completion altogether, does this means that you can no longer complete a trade fleet and a military fleet in the same turn? I don't like that. The nice thing about the the Military Fleet Completion rule is that you can make more zones and this way give yourself more completions per turn. If we only have the <any>fleet upgrade in the way that you may only have one fleet-of-any-kind completion per turn, it will be very hard for players to build a survey fleet or military fleet since they are likely too busy upgrading their trade fleets.
And to be clear, I don't want to remove the <any>fleet upgrade, that one still can be there. I just don't like the naming of the Military Fleet Completion. The only thing I proposed was to change the name to be less restricted to military fleets only.
One question though if we remove the Military Fleet Completion altogether, does this means that you can no longer complete a trade fleet and a military fleet in the same turn? I don't like that. The nice thing about the the Military Fleet Completion rule is that you can make more zones and this way give yourself more completions per turn. If we only have the <any>fleet upgrade in the way that you may only have one fleet-of-any-kind completion per turn, it will be very hard for players to build a survey fleet or military fleet since they are likely too busy upgrading their trade fleets.
Elmer wrote:I was under the assumption that the survey fleet was not really covered with your scheme, or would fall under the Military Fleet Completion. This because both Military fleets and survey fleets need to be inactive (for as far a survey fleet is inactive) docked at their homeports, while trade fleets do not have to be docked at their homeports in order to be upgraded. The survey fleet has much more in common with a military fleet rules wise and thus it is logical they share the same limitation rules...
First off, do not make unbased assumptions. I do not write rules based on 'this assumption seems logical', I write rules that explicitly state how things work. If you feel that you are missing an assumption, reread the rule. If you still feel it is unclear, ask me whether I meant that assumption. If after that it is still unclear, the rule needs to be rewritten. There is no special magic for Survey fleets. There is no special magic for Military Fleets. This proposal is about completions only.
The above part holds for any rule I have written and will ever write. If it is unclear, or if you feel it only makes sense with some assumptions: ask for clarification.
Elmer wrote:...And to be clear, I don't want to remove the <any>fleet upgrade, that one still can be there...
I never said you wanted to. You never said you wanted to. We agree.
Elmer wrote:...I just don't like the naming of the Military Fleet Completion. The only thing I proposed was to change the name to be less restricted to military fleets only...
You don't "just don't like the naming" since you propose to change the meaning of the rule, not the name. "Be less restrictive" is not about naming, it is about changing the meaning of the rule.
Elmer wrote:...One question though if we remove the Military Fleet Completion altogether, does this means that you can no longer complete a trade fleet and a military fleet in the same turn?...
No. See below.
Elmer wrote:...The nice thing about the the Military Fleet Completion rule is that you can make more zones and this way give yourself more completions per turn...
No. See below.
Elmer wrote:...If we only have the <any>fleet upgrade in the way that you may only have one fleet-of-any-kind completion per turn, it will be very hard for players to build a survey fleet or military fleet since they are likely too busy upgrading their trade fleets...
No. That is not how the proposal works.
Go and read the proposed rules again. It is clear that you missed some key points in the rules, probably due to me wording it with a very computer scientist mind, but maybe due to you missing them and thinking you understand the proposal. If you want to discuss the current proposal, reread it very carefully, without glancing over things you thought you already read. Especially everything that is not the list of completion categories. It is not a copy of the current rules!
Regardless of whether you reread it or not, I will rewrite the proposal tomorrow as it is obviously not clear enough. I have discussed the parallel projects idea with Chriz, and he concurs that it is best to work it into the proposal. Not only does this make the proposal much easier to understand, we have a single set of 'Project Rules' to govern all projects and completions. This will simplify all other rules.
Ok. Before reading the rest of the post, take the following actions:
Take a deep breath.
Slowly let out the breath, letting go of any preconceived notions of how the rules for completions work.
Take another deep breath.
Slowly let out the breath, let it take away the whole silly business of the previous proposal.
Now you are ready to continue. Calmly read the rest of the post and if you think something is silly, reread it first. If it is still silly: ask for clarification ^_^
The proposal in this post is intended to replace the current Completions rules and nearly all of the rules with regards to parallel project restrictions. We know parallel project restrictions from the Zones rules declaring that only a single zone construction project can be done per planet, or the Terraformation rules saying that a planet can only undergo a single terraformation project at a time.
Because the rules for FWURG are growing due to cool new projects, it is becoming a hassle to keep all the different project types straight. Especially when it comes to what we call "special projects". These things take all kinds of shapes. Somtimes it is clear that a special project falls within a category, but more often it is unclear, or it could reasonably be explained as one of several kinds of project.
To clean up this mess, I want to rework the way we look at these projects. Not just the special projects, but any kind of project. This way, we can think up new projects, and not worry about how they interact with the current rules as there is now a single set of rules governing projects.
With that in mind, on to the philosophy behind the proposal.
((Please note that I have written this proposal as if the Construction Fleet proposal gets accepted in its current shape or something very close to it.))
Working on a project takes resources (in a very liberal sense, see Resource (wikipedia)):
Some projects are very simple. Let's take constructing a
zone as an example. Zone Construction for a
zone requires only 1 type of consumable and 1 tool. The consumable is 2000
, the tool is the planet constructing the zone. (Note that you could also say that the undeveloped zone is a second type of consumable).
Other projects are more demanding, requiring several tools, multiple types of consumables and enablers. An example of such a project would be the construction of a Megadome Cities upgrade on an outpost. It requires 2 tools: the outpost, and a Construction Fleet. It requires 3 types of consumables:
,
and
. And to top it off, it needs Adaptive Megadome Regulation as an enabler. (You could even claim the zone that is upgraded as an Enabler. Without it the project can't start.)
It isn't necessary for us to completely specify whether the zone in the above megadome cities example is an enabler or not. What is important here is the notion that the Tools are resources that are necessary without being consumed.
In my proposal, I don't have to waste words on how we use Enablers. This is already clear form the rules for each project, and should stay there. What I do have to make clear is how we handle Tools, Consumables and Time.
I will give you the proposal first, and give some short notes below the proposal:
We make a distinction between two things projects need: materials and tools. Materials are things like
, special goods, raw materials, products and other things that are consumed during the course of the project. Each turn you note the materials you put into the project on your turn report. Tools are things like Construction Fleets and Planets. They do the actual work during the project, and must be committed to a project to start. A tool can not be committed to two projects of the same type.
If the project has a minimum duration, you need to work on it for at least that period.
A tool can not take part in more than one Project Completion per Project Type per Turn. For example, a planet can commit to a second Planetary Construction project immediately after finishing the first, but it can not complete the second project in the same turn as the first.
Most projects can be aborted without consequences (other than losing the already consumed materials), some projects might have serious consequences when aborted. If the project's rules don't say anything about consequences, the only loss will be the already invested materials.
We now need to assign these tags to the projects we currently have (note that a project without tags simple lists as the empty set '{}'):
Some projects that currently have special rules with regards to its project (such as the fleet being in the home port, or the abortion consequences of terraformation), will still have those conditions mentioned on their rules page.
For example, let's look at constructing a
zone again. Zone construction is tagged with Planetary Construction, so the planet has to be committed for the project, preventing any further Planetary Construction projects on that planet.
The example of the megadome cities on an outpost is tagged with {Planetary Construction, Deep Space Construction}, meaning the world on which the megadomes are built is committed for Planetary Construction, and the assigned Construction Fleet is committed for Deep Space Construction.
We enforce the previous completion constraints as well, since a tool can never be used to complete two projects of the same type in a single turn.
((EDIT: Updated the proposal to be more readable))
Take a deep breath.
Slowly let out the breath, letting go of any preconceived notions of how the rules for completions work.
Take another deep breath.
Slowly let out the breath, let it take away the whole silly business of the previous proposal.
Now you are ready to continue. Calmly read the rest of the post and if you think something is silly, reread it first. If it is still silly: ask for clarification ^_^
Preamble
The proposal in this post is intended to replace the current Completions rules and nearly all of the rules with regards to parallel project restrictions. We know parallel project restrictions from the Zones rules declaring that only a single zone construction project can be done per planet, or the Terraformation rules saying that a planet can only undergo a single terraformation project at a time.
Because the rules for FWURG are growing due to cool new projects, it is becoming a hassle to keep all the different project types straight. Especially when it comes to what we call "special projects". These things take all kinds of shapes. Somtimes it is clear that a special project falls within a category, but more often it is unclear, or it could reasonably be explained as one of several kinds of project.
To clean up this mess, I want to rework the way we look at these projects. Not just the special projects, but any kind of project. This way, we can think up new projects, and not worry about how they interact with the current rules as there is now a single set of rules governing projects.
With that in mind, on to the philosophy behind the proposal.
Philosophy
((Please note that I have written this proposal as if the Construction Fleet proposal gets accepted in its current shape or something very close to it.))
Working on a project takes resources (in a very liberal sense, see Resource (wikipedia)):
- Consumables. Some of the resources are consumed over the course of the project. Examples of consumed resources are
,
,
and all the other raw materials, products, special goods and other tradable goods. Another example if this would be a surveyed outpost location when building an outpost. The location is used by the project and is no longer available after the project is done. - Tools. Some of the resources act as tools during the project; they are not consumed, but need to be used for the duration of project. Examples of such resources are Survey Fleets, Construction Fleets and planets.
- Enablers. Some of the resources act as enablers for the project; they are not consumed, but need to be available before you can start the project. Examples of such resources are prerequisite technologies, the correct Orbital Platforms on a Space Elevator when you want to build Orbital Processing Cluster. To make matters more complex, some consumables are also enablers (such as the mentioned outpost location) -- we are simply going to ignore such complexities.
- Time. Time is a resource just like others, with its own role. Some projects have a duration, meaning that it can not be done faster than that period.
Some projects are very simple. Let's take constructing a
zone as an example. Zone Construction for a
zone requires only 1 type of consumable and 1 tool. The consumable is 2000
, the tool is the planet constructing the zone. (Note that you could also say that the undeveloped zone is a second type of consumable).Other projects are more demanding, requiring several tools, multiple types of consumables and enablers. An example of such a project would be the construction of a Megadome Cities upgrade on an outpost. It requires 2 tools: the outpost, and a Construction Fleet. It requires 3 types of consumables:
,
and
. And to top it off, it needs Adaptive Megadome Regulation as an enabler. (You could even claim the zone that is upgraded as an Enabler. Without it the project can't start.)It isn't necessary for us to completely specify whether the zone in the above megadome cities example is an enabler or not. What is important here is the notion that the Tools are resources that are necessary without being consumed.
In my proposal, I don't have to waste words on how we use Enablers. This is already clear form the rules for each project, and should stay there. What I do have to make clear is how we handle Tools, Consumables and Time.
Proposal
I will give you the proposal first, and give some short notes below the proposal:
Project Rules
In FWURG projects are tagged with one or more project types. Some projects have special rules associated with them, these will be noted with the projects themselves. Often seen special rules include technology prerequisites, minimum durations, and price variations based on circumstances. These will all be listed on the project's rules page, together with more unique restrictions on the project.We make a distinction between two things projects need: materials and tools. Materials are things like
, special goods, raw materials, products and other things that are consumed during the course of the project. Each turn you note the materials you put into the project on your turn report. Tools are things like Construction Fleets and Planets. They do the actual work during the project, and must be committed to a project to start. A tool can not be committed to two projects of the same type.Starting a project
When starting a project, you note in your turn report which tools you commit to the project, these tools will stay committed until the project completes or is aborted. A tool can be reassigned to a new project in the same turn that the project it is committed to is finished, either by completing it or by aborting it.Progressing a project
After the project is started, there are one or more turns in which you increase the progress of the project by investing materials. Unless otherwise noted, you need to ship the materials to the project site. During the project, the tools remain committed to the project.If the project has a minimum duration, you need to work on it for at least that period.
Completing a project
Once a project has all the materials it needs, and its minimum duration has passed, the project completes. This event is called a Project Completion. After the turn report is approved you get the benefits of the project!A tool can not take part in more than one Project Completion per Project Type per Turn. For example, a planet can commit to a second Planetary Construction project immediately after finishing the first, but it can not complete the second project in the same turn as the first.
Aborting a project
It is possible to abort a project before it is completed to free up its tools in the turn you abort it. Note the abort of the project in your turn report.Most projects can be aborted without consequences (other than losing the already consumed materials), some projects might have serious consequences when aborted. If the project's rules don't say anything about consequences, the only loss will be the already invested materials.
Project types
With each project type comes an associated tool, this means that that tool must be committed for the duration of the project with that type. The following list gives the project types and describes the tools and special restrictions that apply to each type:- Planetary Construction (planet): The planet around or on which the construction takes place is a tool for this type of project.
- Deep Space Construction (construction fleet): The project requires a construction fleet to do the work. Note that the fleet must already be in the correct sector.
- Terraformation (planet): The planet that is being terraformed is a tool for this type of project.
- Exclusive (thing): The thing that is being constructed or upgraded is considered a tool for this project. While it is part of an exclusive project it may not be used for any other project, regardless of its type.
We now need to assign these tags to the projects we currently have (note that a project without tags simple lists as the empty set '{}'):
- Crystals Processing Platforms: {Planetary Construction}
- Extra-dimensional Particle Collectors {Planetary Construction, Deep Space Construction}
- Forward Supply Depot: {Planetary Construction}
- Gasses Processing Platforms: {Planetary Construction}
- Genealogical Archives: {Planetary Construction}
- Genome Correctors: {}
- Harmonized Industrial Recycling Awareness: {}
- Holonet Relay Stations: {Deep Space Construction}
- Holonet Universal Base Code Patch: {Deep Space Construction}
- Hyperspace Arrival Calibration Grid: {Exclusive}
- Hyperspace Lanes: {Deep Space Construction}
- Hyperspace Monitoring Grid: {Deep Space Construction}
- Hyperspace Tracking Vessels: {Exclusive}
- Industrial Recycling Facilities: {Planetary Construction}
- Information Processing Platforms: {Planetary Construction}
- Lagrange Point Conduit Stations: {Deep Space Construction}
- Megadome Cities: {Planetary Construction, Deep Space Construction}
- Megadome Microclimate Interconnectivity Regulators: {Deep Space Construction}
- Metals Processing Platforms: {Planetary Construction}
- Organics Processing Platforms: {Planetary Construction}
- Outpost: {Deep Space Construction}
- Passive Hyperspace Scanning Array: {Exclusive}
- Planet-Wide Waste Handling Infrastructure: {}
- Planetary Defence Grid: {Planetary Construction, Deep Space Construction}
- Rare Elements Processing Platforms: {Planetary Construction}
- Raw Material Refining Facilities: {Planetary Construction}
- Same-sex Reproduction Catalysts: {}
- Settlement: {Deep Space Construction}
- Solar Wind Generator Array: {Planetary Construction, Deep Space Construction}
- Space Elevator: {Planetary Construction, Deep Space Construction}
- Space Habitat: {Deep Space Construction}
- Terraformation: {Terraformation, Deep Space Construction}
- Waste Material Post-processing Plant: {Planetary Construction}
- All zone construction, all zone upgrades, all zone specialisation, all zone refurbishing: {Planetary Construction} (only for things not already listed above)
Some projects that currently have special rules with regards to its project (such as the fleet being in the home port, or the abortion consequences of terraformation), will still have those conditions mentioned on their rules page.
For example, let's look at constructing a
zone again. Zone construction is tagged with Planetary Construction, so the planet has to be committed for the project, preventing any further Planetary Construction projects on that planet.The example of the megadome cities on an outpost is tagged with {Planetary Construction, Deep Space Construction}, meaning the world on which the megadomes are built is committed for Planetary Construction, and the assigned Construction Fleet is committed for Deep Space Construction.
We enforce the previous completion constraints as well, since a tool can never be used to complete two projects of the same type in a single turn.
((EDIT: Updated the proposal to be more readable))
I might have missed a few projects here and there. That doesn't really matter for now, implementing this rule will take some doing anyway, and requires a thorough revision of the rules pages. I'm happy to do that, once we know if we want to implement something like this. (I'd prefer to do this and the deep space construction rules change in one go, for optimisation reasons.)
For now, it is mostly important that people read the proposal and discuss it. Exact details can be hashed out if we agree on the idea.
For now, it is mostly important that people read the proposal and discuss it. Exact details can be hashed out if we agree on the idea.
With all the special and cool things we make, things become complicated and this will help streamline things.
I think the proposal look good.
We need to be carefully and not make to many tools and other things as this will increase the administration load.
Maybe we can make a special type for population things as I think we will use this quite often.
The recycling can be and exclusive with the Planet wide waste handling as thing.
I think the proposal look good.
We need to be carefully and not make to many tools and other things as this will increase the administration load.
Maybe we can make a special type for population things as I think we will use this quite often.
The recycling can be and exclusive with the Planet wide waste handling as thing.
Stuiter, what do you mean by 'population things'? As far I know, we have no completion restrictions on population. Like 'you can only build 1 x per billion population per turn'. Do you mean stuff like armies? Those are not limited by completion limits, but by population amounts. Which by the way is something which we could look at.
Brend, I take it that all kind of fleets are exclusive? With some fleets, like the military fleet and the survey fleet, having additional limitations (being docked at their homeport), while other types of fleets like the trade fleet and construction fleet can be upgraded no matter their location?
Brend, I take it that all kind of fleets are exclusive? With some fleets, like the military fleet and the survey fleet, having additional limitations (being docked at their homeport), while other types of fleets like the trade fleet and construction fleet can be upgraded no matter their location?
Elmer wrote:Brend, I take it that all kind of fleets are exclusive? With some fleets, like the military fleet and the survey fleet, having additional limitations (being docked at their homeport), while other types of fleets like the trade fleet and construction fleet can be upgraded no matter their location?
Hum, hum, yes I forgot those o_O
You are right, all kinds of fleet projects are tagged with 'Exclusive'. I might have forgotten other 'trivial' projects as well, mainly due to me being a tad tired lately. Apologies in advance for other errors that are in there.
Now, without further interruption, the extention of the list above:
- All fleet (except trade fleet) construction, all fleet (except trade fleet) upgrades: {Exclusive}(note A)
- All trade fleet construction, all trade fleet upgrades: {Simple}(note B)
(note A): Most fleets have additional constraints placed on their construction and ugprades; these will be noted in their rules. Examples are: Military fleets must be inactive and in the same sector as the home port, Survey fleets must not be doing anything, and must be in the same sector as the home port, Construciton fleets must not be doing anything, and must be in the same sector as the home port. (Basically the generalization of Elmer's rule of thumb: "things get upgraded in their home port")
(note B): The 'Simple' project type was in there, but I removed it because I did not assign it to anything. Now I know why I put it in there in the first place. It has the following description: "Simple (thing): The thing that is being constructed or upgraded is considered a tool for this project."
I cannot think of any other trivial projects which is not noted.
Doesn't the Exclusive limitation already cover the trade fleets? A trade fleet could have the 'Exclusive' limitation without any additional rules. Then there is no reason for the 'Simple' rule to exist anymore.
Doesn't the Exclusive limitation already cover the trade fleets? A trade fleet could have the 'Exclusive' limitation without any additional rules. Then there is no reason for the 'Simple' rule to exist anymore.


+ 400/400
)
Crystals Zone : +500