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mct

"Mass Control Tycoon" a GPL game for Windows, Mac and Linux.

Important: If you want to launch MCT, you have to download a node-webkit package for your OS first. Please follow further instructions in the related ./bin/[os-type]/DOWNLOAD file.

Thanks to the following GitHub.com projects:

  • node-webkit (Application engine)
  • jquery (Library for DOM manipulations and data handling)
  • pixi.js (Library for 2D WebGL/Canvas graphics)
  • tween.js (Library for tween animations)
  • wPaint (Paint tool)

The wiki contains more information about the game.

Notes: More about license usage in MCT here

mct's People

Contributors

jackery4444 avatar mkelm avatar

Stargazers

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Watchers

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Forkers

jackery4444

mct's Issues

New story page

The story should be added on a new page with a clear focus on story contents

Planet grid, areas and layers

The idea is not a new one, I had it some days ago ...
I call it planet grid, areas and layers ....

The planet grid should be an important coordinate system for the planet.
Here is a 3D planet grid but the game has a 2D planet, so it gets a 2D grid with a mask by the planet radius. The grid nodes have a specific distance to each other, and border nodes must have the half of this distance value to the border to be visible.

The planet view is very simplified view, because it ignores that planets are spheres. We have the area of a circle with a grid. And the player can put his factories / offices onto it. And the planet grid should contain nodes for distributors and other related objects the player can use in his planet business process.

Ah I have it, we can add an object for every game function, like an investment center for the investment functions, and a mafia / politics center and so on. And if the player has the focus on a specific planet he can press a hot key to navigate / zoom (more) in to the related object.

So a combination of the planets and planet view is useful to use the zoom function described for the plantes view in both views and to display more planets if the zoom level is higher, and to display more planet details if the zoom level is lower. That needs some more display logic indeed and the texture resolutions for a planet must be far higher than currently. And trade/extension connections have to get a space (connection) outpost to handle trade/extension ship traffice or something like that there. And another idea, maybe the player can use mercenaries for transports from space outposts ...

The grid nodes should get an additional information, about a grid area type with a specific radius, and each area type has another texture. So we can create planet maps/grids out of definition files with area information. It might reduce the effort to design area textures than a whole planet ... we need one set of area greyscale images and color overlay images for each planet only ... The area type should have an impact on the game mechanics ... like water is a non-build area ... and the planets can have different sizes ... but it needs a planet editor/builder tool to create json files with such a high amount of data, e.g. if a planet have 500 grid nodes or more ...

... so we can have object related data and area type related data for each grid node yet. Aaaand, we have layers, one, two, three, ore more, I do not know, but each layer needs more grid node data related to the layer.

Layers are like the Sim City data layers we can use a type of color map with color levels for each area/grid node and can replace the planet color layer images with different data layer color layer images depending on data values and each layer has another data source.

So layers can have data like in Sim City e.g. crime, so it is more like a Sim Earth in relation to this feature ... the layers visualize e.g. the effect of different problems for the own business on a planet more or less high in different zones. The different data / layers types can have different effects on the market, if they are higher or lower ...

Open for comments ....

I put it on the alpha1 milestone, but not all features of it can be implemented there, so I will to open a new issue for further implementations after the alpha1 milestone.

More about SL connections and power

The concept article contains a new paragraph "More power for the player by using SL in relation to company TL"

This issue can be used to add more ideas for that.

Opponent company events and lawsuits

This issue extends "Company events" #23

The first action in relation to opponent companies is to steal research results with root kits. An extension of company events might be, that an opponent makes an action which have a good or bad effect on the own company.

E.g. if he makes the same "steal" action, the event can look like this:
"The mass control company Super Control Inc. has stolen some research results in Hardware / Telephone. You loose 1000 research points in this category."

Available actions:

  • Accept event, no further consequences
  • Start a lawsuit, with consequences, see below

This idea introduces lawsuits, which will add lawsuit costs. And the given "steal" action at the start can have the same lawsuit features, which will extend the current concept of this action.

Lawsuit costs can be calculated like this:

  • for the lawsuit starter 100% on loose, 20% on win
  • for the lawsuit victim, 0% on win, 80% on loose

The looser of a lawsuit has to pay the highest fee, and looses image/influence points which will have effects on different game elements. Note: The current concept of opponents does not include any advanced calculations yet, especially in relation to company attributes and related effects.

Lawsuits should take some quarters, until a result will be calculated. This needs a lawsuits queue.

More about contacts between SL and intelligence agencies

The current story begins with a contact between the student and an US diplomat. The US diplomat used information of the intelligence agency. And the US diplomat is a contact of SL.

The game concept does not contain any information about connections of the player or SL and e.g. the US IA directly yet. Maybe direct connections are not needed in general.

But the current story events for Silius contain a function to get more secret information about a history event, respectively increase the probability to get more secret information.

The game can handle secret information in two ways:

  • SL has contacts in politics which have access to secret information
  • or SL has direct contacts to intelligence agencies

The story events can contain a note, which contact types have been used.
And the possibilities of donations in politics can offer options to increase or produce leaks for secret information or something like that.
Or the option in politics donations is the option to get the secret story events with a higher probability in general.

Online-Features like Newsletter, Archievements, Leaderboards, Mod-DB

The playtomic api allows to use different online features via html5:
http://playtomic.org/api/html5.html
from https://github.com/playtomic/gameapi-html5

The API offers functions like:

  • newsletter subscriptions
  • archievements (save/load/list and activity stream)
  • leaderboards (different types of scores for players)
  • mod-db for simple mods (by using the player levels feature)

Additionally: The API allows to set the game language by geoIP/country code.

Story for though control

The new story page should contain an extended story version:

  • Story for though control, depends on concept changes for though control

Product list

A new wiki article with a product list related to technology levels.

Should be rudimentary and can be extended in a later concept version.

own node.js modules / C++ bindings

I have some topics that might need own node.js modules, because that makes it possible to use faster C++ bindings.

So in the later stages it might be needed if we have some performance concerns and have to transfer some game modules to C++ bindings.

Here is a article about addons: http://nodejs.org/docs/latest/api/addons.html#addons_addons

Here are some examples:
Example hello-world-ish programs:

Examples:

Something offtopic, my last bigger C project ;) http://repo.or.cz/w/jimb.git

More features for "build" features

The new graphics renderer allows more advanced graphics as you might know it from other tycoon games. E.g. more sprite objects, more animations and so on.

I do not plan to implement an isometric view, because the game includes more an overview of a planet than a single area in a country. And the game has a large scope, because the player can have 50 planets, the micro-management on planets should not to be too high. It can work more like a mixture between Sim City and Google Maps.

A tycoon game example which includes good 2D graphics is prison architect:
http://store.steampowered.com/app/233450

The current "build" features:

  1. build a factory / office on a planet -> add it on the planet (no location dependency yet)
  2. set transport / distribution costs -> start transport / distribution on roads etc. (no location dependency yet)
  3. build a trade outpost on another planet -> start transports for product transfer by space between two planets
  4. build a extension outpost on another planet -> start transports by space for money, knowledge transfer between two planets

Ideas for more features:
(1)

  • add optional heatmaps for planets with e.g. population, crime information like in sim city or something like that
  • such heatmaps creates more data for the market simulation in relation to the possible product sales
  • specific products with though control features can reduce e.g. crime
  • so a factory / office needs a special place e.g. in relation to the population to get a high amount of sales

A new issue related to heatmaps/layers and area/places is here

(2)

  • add contracts with distributors / transport companies in some regions around the factory / office to make product sales possible
  • this allows more challenges in how to set a factory / office and how to connect it with distributors / transport companies
  • the game can simulate different distributors / transport companies with different attributes, like amount of shops / amount of transport vehicles

(3)

  • use space-ship transport companies to make transports for cargo possible
  • the market for space-ship transport companies can vary on each planet, that gives another challenge

(4)

  • use space-ship transport companies to make money/knowledge transports possible
  • such transports are cheaper

(3) + (4)

  • the player can order some extensions for a space ship e.g. to make a transport more secure (add weapons)
  • a money transport might have a higher risk than a cargo transport

Here is a new issue about more infrastructure elements the player might build

Graphics / user interface / pixi.js

It would be a good approach to use a WebGL renderer for a fast graphic performance.

That allows to make rich graphic add-ons possible and the possibilities e.g. to draw a planets map are better. But e.g. the click event handling is a little bit more complex.

I found pixi.js (MIT license) which is incredibly fast, e.g. 3000 moving sprites with border collision @ max fps (60fps with GF630GT): http://www.goodboydigital.com/pixijs/bunnymark

It does not need any WebGL knowledge, because it is a lightweight 2D library using WebGL.
The GitHub page contains more infos and nice demos: https://github.com/GoodBoyDigital/pixi.js

A.I. topics

I start this issue with a link to some tutorials to create Dungeon/Monster A.I.
http://www.reddit.com/r/gamedev/search?q=tinykeep

That is not an AI the game needs directly but maybe it has some general mechanism which can be used.

Our monsters are up to 49 mass control companies on each planet (map). To make it easier I think they can not leave their map to trade and expand, and they do not know the planet map, they are more located on something like a decision node map. So they have to decide which decision way to choose, and each decision way can have branches and further ways until an intermediate goal is reached.

I read some sentences of the first monster article only yet, but there is something about different states of monsters, and we can add these states to, to make some decision ways more or less attractive. The decision node branches need something like a resistance (like in electronics) and the company owner has a percolation value which makes a node branch more or less attractive ...

List for product purposes and effects

Add a list of product purposes and effects at the end of the products wiki page.

Should be rudimentary and can be extended in a later concept version.

Random products and purposes

First I had the idea to implement fixed products, but it might be a better approach to implement random products with purposes.
Purposes should depend on the used TLs of technology fields.

The products article contains a new content and can be extended with more information about random products.

Other time universes, more details

This is the second issue for other time universes to add more details for the second alpha version of the concept.

The first issue is located here: #10

Background stories for races

Races can have background stories. These story elements are not like planet story elements and have no direct connection to the story concept.

They are more like nice additions to create a higher in-game value.

Game Events

Events where something good or bad happens to the company.
Example:
A: Oh, NO the machines are malfunctioning. What should we do?

Less complex research/product/technology progress

The first concept draw includes a concept to combine different research packages to new products and to combine different products to new products as well.

In combination with e.g. 50 companies on each planet and different technology levels of civilisations this concept is too complex and can reduce a positive game experience.

The new draw should include a concept with research levels in the available research fields and new research packages of companies produce research points for the own company to increase the whole research level. The research points of a company's research progress depends on the company's position in the whole (planet) market. To get research packages from a company with a high position the player has to invest more than in a company with a lower rank.

To reduce the complexity of products the old combinations of products are not intended any longer. But the combinations of products should be available in relation to a new research level of own products. This level depends on the amount of own products developed so far and the needed research levels of every products. The research in own products depends on external research, but the combination of research knowledge should create the research points for own products.

Research packages and products of other companies should be virtual only to reduce game complexity. The game should not contain information of other products or research packages any longer. The new research information depends on the own research level for own products and the player knows his own products only.

Technology levels of other civilisations: The levels should have an effect on the speed of the research progress in each company instead of introduce new research packages / products. Products depends on the own product research level. The own and other companies should have a mix of technology levels of the available civilisations. The companies of a certain civilisation should have more research knowledge with the own technology level at the start. The share of technology levels in research knowledge can change a little bit, but at the end the newest technology level should get the highest share. The share depends on the investements in other companies. If you have seven companies with 1st TL and three companies with 2st TL in research, you get a 70% 1st TL research speed and 30% 2nd TL research speed in the related research fields. Companies with certain research fields can have one TL only, but other companies on the mass control market can have a research speed depending on mixed TL.

Technology levels of products: These levels are not related to a civilisation directly, but to the research level for own products. This reduces the complexity to get new product technologies and the complexity of variations of different civilisations too. So the technology levels are not related to story or years directly, but extensions to other planets with higher TLs of civilisations can increase the own technology level faster.

The production costs of products should depend on the product technology level. The product technology level of other companies should be calculated by the mix of technology levels in research and the life time of each company. The market share of product technology levels on each planet should have an impact on the production costs.

Music

As I said in my comment on steam, music, and particularly composition, is a passion of mine and the music for the game is an area that I would like to contribute to. In my opinion the opening music for any game, in particular Sci-fi games, should grab the player's attention and hook their interest. It is the first interaction the player has with the game and it will instantly highlight the quality and finish of the game. The music we have at the moment, I feel, doesn't grab the player's attention. It is very quit and repetitive, perform for in-game music, but not for the title screen.

If you will let me I'd like to compose a more striking piece of music that I think will show the game in a better light and command the player's attention.

Events (PIXI.EventTarget)

It was easy to use the PIXI class, because the logic there is enough for dispatching events. Otherwise I had to implement a dispatcher logic by myself, which would not be so different.

It is just a hooking ... It has a benefit if an event has more than one listener functions in different elements. You just need to add listeners for a certain event in the related element classes by using the addEventListener function from the event handler (event target).

More about it here:

  • 60b147e Implementation of PIXI.EventTarget
  • c3daddb Implementation of first dispatched interaction events

Story for technology progress

The new story page should contain an extended story version:

  • Story for technology progress, depends on concept changes for less complex technology progress

The story is not related to years but is related to the technology level of own products.

Story & Company Events

First off, let me say I've never used git hub before so I'm unsure if this is the right way to comment. If not, my apologies.

I read the comment that you wrote regarding events and, though It didn't make complete sense to me. Let me see if I understand: I think I understand that your idea for company events are similar to random events in other games. Ie, a problem or opportunity presents it's self at random or possibly by a trigger (eg, accumulating x amount of cash) and you choose how to solve it, each option giving different outcomes, be it good or bad. I think that your idea for story events are somewhat similar to console releases in Game Dev Tycoon which you mentioned on Steam; a message presents it's self telling you a about the event (release of a console) which will effect the game, but you cannot do anything about it.

I like the basic principles for both, but I have 2 suggestions.

For company events, I think that you should have to do something rather that selecting an option and then getting some sort of reward, you should be presented with courses of action to take. An example event might be something like this:

Employees Strike!
Your employees have gone one strike, demanding a pay rise before they return to their duties at your company. Until this is resolved we won't be able to do (whatever) . You can either appease their demands and give them all a 5 (currency?) raise or fire them all.

If you chose to give them a pay rise then you spend a bit of money but nothing else happens.

If you chose to fire them then you'd have to hire some new staff.

If you left the matter unresolved for a certain amount of time then they would all quit and take some of your money with them.

I haven't explained it very well, but I hope you get the gist of what I am trying to say: that you have to actually do something rather than just choosing an option.

My second suggestion is for story events. I think that the player should be able to both trigger them and in some cases be able to have involvement in them. I think it would be a really nice idea to let the player shape the story so that each play through is different.

More interactions: Hotkeys / MouseWheel

The game uses jQuery for some additional functions now, the library can be used to add key events for hotkeys.

Here is an example code for an ESC key event:

// key event to close application

Ideas for planet hotkeys

E.g. all available planets with extensions can have a hot key:

  • Planet 1-10 = F1 - F10
  • Planet 11-20 = 1 - 0

Or all available planets with a trade connection:

  • Planet 1-12 = Strg + F1 - F10
  • Planet 13-21 = Strg + 1 - 9
  • Planet 22 - 30 = Strg + NUM 1 - 9

If this is too complex a planet switch with:

  • next planet Shift + "+"
  • previous planet Shift + "-"
  • next trade planet Strg + "+"
  • previous trade planet Strg + "-"

Or using the Mousewheel in Combintation with Shift / Strg to scroll through planet screens.
With WebGL that should be fast. Mouse wheel code for jQuery:

$(document).ready(function(){
$('#foo').bind('mousewheel', function(e){
if(e.originalEvent.wheelDelta /120 > 0) {
$(this).text('scrolling up !');
}
else{
$(this).text('scrolling down !');
}
});
});

Save games and auto-save

The game should include save games, of course. But the feature needs all main data implementations first, to implement functions to save them in a proper way.

The auto-save function should get an option to the period for each save action, like every year.

These save functions can be introduced in the game like the "parallel time universe" feature, as SL soul connection feature. That makes sense, because save games are another type of a time connection to a past time state.
Something about soul/time connection problems #26

The save game have to include all company and market data and a JSON.stringify method can be used to get save game data. https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/JSON/stringify

A save game can have a large amount of data values and complex object structure. E.g. a market including the players company has round about 500 companies (450T, 50MC) with different data about races, TLs and connections to other companies.

My first estimate was 1000 data values for that, but it's tooooo less.

A single T company can contain 10 data values at minimum, so the market has round about 4500 data values. The MC companies are a little more complex, maybe they need 25 data vales, that makes 1250 data values. And the player needs e.g. 250 more data values for more game related meta data. Overall the save game contains 6000 data values.

That is not the end, if the game should include the "parallel time universes" feature!
Every time universe needs it's own set of 6000 data values. Additionally every past year of the main universe needs 6000 data values.

So every save game has 6000 + (game years * 6000) + (parallel universes * 6000) data values!!!

E.g. for year 700 a save game with 3 parallel universes contains 4.224.000 data values, OMG!

Maybe the parallel universes concept needs an overhaul ... #13

More about user interface / graphics

The last graphics issue is here: #18

Before the 2nd pre-alpha release today, I began already to implement some new logic to show scenes / display objects. The scenes will be connected with layout objects which are part of element objects, layout objects depend on a grid object which depends on the element and so on ...

A derivation of the base layout class can be used later for UI and a new layout handling for a new DisplayWindow class and so on ...

But first I want to improve the planet layout / grid output more ...

Remove story contents from concept

The story contents should be removed in the concept. The concept should get an improved concept of a general story process and game content extensions.

Other time universes

While I re-factored the story for the new story page, I had to remove one chapter, because the chapter depends on a technology level story feature. The regular time based story does not contain this feature any longer.

I had the idea for a new feature in the time based story for the year 2575:
"Other time universes"

The feature is a concept content mainly, but is located in the story too.

The feature offers the possibility to open time portals which offers a connection to the past. It is a special feature by the "Shadow Lizards", because the other time universe contains a shadow (copy) of the current time universe. This type of time/universe connection is connected to other soul features of the "Shadow Lizards" and is limited to the past from 1984 on, because the player has no own experiences before. The capability of this feature is limited to three time portals at one time. But the player can close existing time portals and open new ones after that.

The player has much more advantages in another time universe because he can use the TLs from the main universe. But he has to get new influence points to increase the possibilities in a certain time universe. The research points of other time universes will be added into the research process in the main universe.

But the player has to choose another company and character name in another time universe, because the time universe is a shadow (copy) and otherwise the player's company exists in the shadow time twice.

The process of the company shadow is the same, as the player played it in the main game until the shadow time begins. So the player plays against his own company on the mass control market too.

The shadow time contains the whole global extensions (laws and so on) the player got through his own game process before too, but the further extensions in the other time universe depends on the new influence of the new player company only. Also the shadow company has a CPU calculated progress like other CPU companies after the shadow time begins, because the new game process is a new time universe with it's own future.

But the possibilities of higher TLs are limited by law protection with a lower influence / development e.g. in politics. But higher TLs should have a positive effect for products and production in another way in a time shadow.

This time universe feature needs a protocol of the game process for each year to make all years in the past available with the own shadow company on the time universe market.

Time/soul connection problems

My feature dream

I had a dream today, which is related to the "other time universes" concept a little bit, because it was about resetting the time a little bit. I lived together with an old friend, and something happened. My friend did not like the event and I had the ability to reset the time to a previous time point.

The idea now is not about resetting the time, because the "save games" issue #24 contains that and the "parallel time universes" #10 contains another approach for that. This idea here is about random events which will create time/soul connection problems over a certain time to set negative effects on game elements.

My dream included the "negative effects" feature, really! I wanted to play a record in a CD player, but when I saw the CD in the player it was not the expected CD of the CD case. And my friend missed another thing too, after the time reset.

Time connections problems

The game contains two more or less time connection types:

  • 1st: Time connection from the current time to the time of the save game, it's simply another time universe
  • 2nd: Time connection from a parallel time universe time to the current main universe time

A parallel time universe in a save game contains both types in fact.

So the first idea is to add random events with negative effects related to "time connection problems". It can be used in save games or in parallel time universes. That is the same effect like in my dream.

Here is a text example for such a random event:
"You lost some memories about these companies, your influence is affected negatively."

The player has to perform some actions to repair the time connection(s).

So parallel universes and old save games get more challenges by that.

Soul connection problems

The time connections are more or less soul connection features of the SL. So if the main game is going to contain more soul features, these features can be effected by "soul connection problems".

Here is a text example for such a random event:
"You lost a soul connection line to planet Oku, you can not manage this planet any longer, because your soul can not reach the place and other creatures there in any form."

The player has to perform some actions to repair the soul connection(s).

Add-on "Break the control"

First concept ideas:
"Break the control" (working title) should offer a simulation which starts at the end of a regular MCT game (needs save games). The player switches to another character, if he uses an end-game save game of MCT.

The new character is a secret agent of the SL. They changed their aims to get access to an universe which offers more freedoms and more possibilities. But SL have to fullfill a quest in the existing universe to get the trust by races in the other universe.

The quest for SL/the player: The mass control structures supported by SL in the regular MCT game has to be destroyed by SL itself and the controlled races have to develop moral, trust and a high communication quality based on extended consiousness, to make control needless.

The add-on includes the whole market simulation from MCT, but the agent do not have an own company. He can use the SL contacts and influence which the save game contains, to make own operations in relation to politics and mafia, to change the conditions for the mass control market in the universe and to destroy it finally by that.

By getting more trust points of races of the other universe, he can use consiousness upgrades from the other universe on the existing markets/planets. Using such upgrades can have risks if some conditions of a certain planet do not fit the requirement of an upgrade. Maybe the player has to perform other operations on the planet first to add a consiousness upgrade.

More about infrastructure

This issue depends on the planet grid and first grid objects ...

The basic infrastructure elements to distribute products on a planet are currently:

  • factories (hardware/drugs)
  • offices (software/advertisments)
  • distributors

For trade and expansions we need currently:

  • something like space outposts to get/rent ships or make transport orders

The concept for distribution of products concentrates more or less on customer products by using distributors currently. It might be interesting to produce/build a control intfrastructure by yourself and place related infrastructure elements onto the planet grid. The space around the planet needs something like one or more ring of nodes with different distances to the planet border, to place satellites and something like this onto it.

The market to sell space products and other products should not be affected by this, and the grid / rings does not contain elements of these "customer" markets. It might be a little bit unrealistic to sell space products to customers which will not be visible in space, so it might be usefull to use space technology in customer products only in combination with other technologies available, to create something like a space handy with observation software.

To make it more realistic in relation to the mass control market, other CPU opponents can use the grid / ring nodes too, to build an own infrastructure. But one limitation might needed, other possible markets are not included, so there are no other visible satellites e.g. from genereal research facilities / companies and so on ...

MCT developer tool

node-webkit is a web application runtime mainly, and the current HTML5 audio element is the simplest type of a widget app inside MCT.

I have the idea for a larger additional in-game app, which will be accessible like the console in Counter Strike (e.g. by pressing the ^ key). But it should not be a console, it should be a tool for developers.

The game should contain more and more definition files to make customization, modification and game balancing changes efficient.

The developers tool can give features to change these definitions with an easy to use interface without editing / changing all parts of JSON files. That can reduce the effort to make changes because the tool features can contain additional calculation / help features* to improve the balancing and modification process of the game.
*e.g. showing (valid / broken) dependencies between different definition types / files

The developers tool should not use pixi.js #18 it is better to use a HTML5 layer with DOM objects, which are better designed for application interfaces. The display / renderer performance is not important for a HTML5/CSS app without graphic effects. And the external library contains jQuery already which is very helpful for dynamic DOM interfaces.

node-webkit itself contains a very useful set of developer tools related to the runtime, see "Developer tools" here: https://github.com/MKelm/mct/wiki/Modifications

Scenarios

The game concept offers a sandbox mode with a high randomize factor currently.
That needs relative high dynamic story elements and events.

Scenarios should offer the possibility to define available story elements and events (or maybe additionally elements/events) with more preconditions. So the scenario process can use them in relation to objective descriptions e.g. with information related to the story elements / events.

Scenario limitations: E.g. a scenario can limited to a set of planets and related story elements and events to use them in objectives. That can reduce the randomize function e.g. in the planet selection, if the scenario definition includes more preconditions for planets. Like linked races, max min race value and so on.

And all types of (optional) limitations of game elements in a scenario might be useful,
especially to create tutorial scenarios.

Objectives can also include different conditions, like min. stability on different planets and so on ...

Features for though control

The concept should contain features for decision / though control. These features should have an impact on companies of different research fields, mafia and politics and their success.

The possibilities of though control depends on the own research level of products and on a certain planet. In addition the effectiveness depends on the amount of market share on the mass control market. The amount of market share is the probability of a successfully though control operation.

Though control should be an important set of features of the game, because mass control needs this.

Though control operations should have a probability of a failure which creates violance and revolutions, which can decrease the influence values of the mass control market respectively your own influence values and can make operations of politics and mafia less successfull. A phase of violance and revolutions needs more investements into politics and mafia warfare to terminate it. The decreased values will not increase while such a phase is in progress, but the values will get to the normal level after such a phase has been terminated.

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