It took me a while to form a solid opinion on AI. Then I realized that it will probably shift again, so it would be good to write down my current thoughts so I can compare them to whatever comes later.
History was not lost, but much was forgotten. If our records are correct, what
we call the “age of prosperity” has ended over 12 generations ago.
Our civilization was bold and hopeful. We have perfectioned perpetually
self-sustaining habitats in the frozen poles of our planed, and have finally
obtained the technology necessary to colonize space. Initially, we started
building two massive habitats in the orbit. We were also staged a launch of a
fleet of ships on a journey to the nearest planet. Although barren, it had
similar gravity and a core live enough to support a magnetospehere.
Economics of colonizing the orbit did not pan out. Radiation and micro
meteorites turned out to be a much bigger issue on the long term than expected.
Project was soon reduced to a single habitat, and eventually that got downsized
to a single orbital ring, mostly for scientific purposes.
The majority of our fleet has reached the promised planet. First generation of
its inhabitants was selected people who were explorers, scientist and
heroes—people willing to make a sacrifice to obtain a legacy. They were hard at
work building a self-sustaining city, but were tethered to a steady train of
supply ships. We have been blindsided by the melancholy of the second
generation, who felt alienated. They knew our planet only from movies and
books. The third generation barely existed… We have scrambled to mount a
mission to bring back any who wished to return.
After this debacle we have refocused on concrete problems. To avoid ecosystem
collapse a decision was made to concentrate the population in several thousands
of megalopoli. We have built upwards, but remained thethered to the ground. New
materials we discovered enabled us to reach new heights, and build kilometers
tall skyscrapers finally worthy of their name.
Our magalopoli were self sufficient, and the planet was able to recover.
The disater came in the form of a swarm of comets. Just water.
As the first group struck our planet, it turned into vapor, which quickly
condensed. It took 50 years for the deluge to end.
By our calculations even the tallest peaks would not be safe. Our only hope was
that the topmost floors would remain above water, so we have moved upwards and
upwards. Trying to keep the power and internal farms on. Population has been
reduced to almost nothing.
Today, pockets of civilisation survive scattered around the sunken megalopoli
archipelagos. Thick clouds and ever present fog reduce our solar capacity to an
accessory level, we have barely any fossil fuels left. Communication between
Then, one day… something has woken up.
Issues with space-age 4x games
I hope you have enjoyed this introduction to my 4X game project.
My ultimate goal is to fix what I deem to be the most glaring plot issues with
space 4x games.
Speed of light is almost always ignored.
You as a leader are always omniscient and can order a ship lighyears away to
do something immediately, there is no communication delay.
Combat in games is mostly done on a 2D grid.
I’m setting it on an oceanic world to use sea vessels and islands instead of
like sail ships and islands instead of spaceships and planets. The speed
problem disappears and a 2D grid makes sense. Travel times can be justified by
distance between islands.
Scales make little sense, a planet in MOO2 can produce one building or
spaceship over a span of several years, while having millions of inhabitants.
(This was more realistic in MOO1).
The island populations will be relatively small, counting in hundreds maximum.
The turn scale will be probably in weeks. So say, if you build a factory in 12
turns, that makes 3 months.
Speaking of “building”. Things in Thalassa are built by first collecting
functional components from the sumberged buildings and then assembling them on
a rig. This makes building stuff faster than one could imagine.
Technology progresses one invention at a time (again, MOO1 did this better).
Technology is not exploratory, player can always choose what they want, e.g.:
give me a plasma cannon next.
In Thalassa you do not really invent new stuff, rather, you re-discover
understanding of previously existing technologies, to be able to assemble them
once again.
I used an LLM to generate the code for this plugin.
I am trying to get better at writing. One of the recommendations I’ve read is
that varying the sentence length makes reading more enjoyable. Naturally, I
wanted to visualise this while writing. Coloring each sentence according to its
length, would make it possible to detect long blocks of same-length sentences;
they would be large uniformly colored blobs. Optionally also show the lengths
in a sidebar column.
Since I use NeoVim for all of my writing, a Lua plugin would do just fine. So I
made one.
Here is how it looks like, when ran on the source code for this very post: