Something to See for Inspiration

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Steve Walmsley
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Re: Something to See for Inspiration

Post by Steve Walmsley »

Charles Lewis wrote:Steve Walmsley has built a campaign engine based (loosely) on Starfire and has full automation tools available for it. You have to register to download it, but most of the forums are viewable unregistered, including screenshots. Worth a look!

http://aurora.pentarch.org
Hi, I was browsing the forums and saw this thread about Aurora :)

Originally Aurora was going to be a more advanced version of Starfire Assistant using a system generation model I have developed. However, I had some problems with the owners of Starfire so I decided just to create a brand new game. So while my years playing Starfire inspired me in terms of the type of game I wanted, Aurora is a completely different game from Starfire in terms of mechanics (with the exception of warp points) although it shares the idea of an epic space campaign game.

It a little difficult to explain the game but I'll repost some info I posted over on the Star Ranger forums a while back

There is no pen and paper or tabletop element as there was with with Starfire Assistant. Aurora is a complete game, not an assistant, and everything necessary to play the game is in the software and all the battles are played out on the in-game system map. At the moment there is no AI to play the main races, although there is a more limited AI that controls monsters or robot-controlled ships that appear in the game and there are automated elements for surveying or civilian colonization. One of my priorities in the future is to expand the AI element so that non-player race are AI-controlled but with the complexity of the game, that will take a while and will be a gradual process. The game is designed to be played either multi-player, usually with a spacemaster as referee, or far more often it is played solo with a player controlling multiple races. The game is designed to give completely different perspectives depending on which race is active so its very easy to put yourself in the position of each race. You can have two races exploring the same system and if neither has spotted the other, they will both see a threat-free system when they look at their respective maps. Solo is also easier because it will take a long time to play a major campaign. You can also view the game in spacemaster mode which allows you to do things you couldn't in player mode, such as view SM-only events, design areas of the universe, setup technology or modify populations.

I designed Aurora primarily to provide an environment in which I (and others) could build detailed Interstellar Empires and write associated fiction (like the Rigellian Diary), which is why the forums have such a large fiction section. I found 3rdR Starfire players, like myself, tended to produce a lot of action action reports and it was building up a detailed universe and writing about the Empires and characters within it that was the main reason for playing the game. That is the goal with Aurora and its probably why many Starfire 3rdR players have taken to it. The amount of optional automation means you can play large empires with relative ease. Also, with the amount of detail, you can create pretty much any type of campaign universe you want to. Check out the fiction section for some idea of gameplay.

Many players (including me :)) treat each Empire almost like an RPG character, playing each one with a style and character of its own, not necessarily following what might be considered the "optimal path", although that is not usually obvious in Aurora due to the variety of possible problems and potential solutions. Many aspects of the game are based around the story-telling element and Aurora tries to do a lot of the difficult (or tedious) tasks for you, such as creating a "theme" for your Empire and coming up with all the required names for things.

For example, if you choose the "Deutschland" theme for your Empire then Aurora will name systems with German city names, create classes with the names of historical German ship classes and use German naval ranks. You can also choose a German commanders theme so all your officers will receive German names. There are over fifty Themes in Aurora at the moment, such as Roman, Russian, Native American, Norse, Aztec, Gaelic, Arabic, Swedish, Indian, Mongol, etc. There are some weird ones as well, like Demonic Realm, Orc, Hippie, Barsoom, Tolkien, Magician, etc. More are added all the time. A few example of Commander name themes include US, English, Japanese, Ancient Egyptian, Medieval France, Romanian, Polish, Arthurian, etc. All use real names. For example, the US commander names theme uses the last US census data and generates names from 50,000 surnames and 2000 first names, This type of background material makes creating an Empire with a particular personality very easy.

The great detail in ship design (which includes designing weapons and other components before you even start worrying about the ship designs themselves), plus the wide variety of ship types needed to play the game effectively, also adds to the themed approach as Empires tend to build their fleets around a particular combat philosophy. One of things I didn't like about Starfire was how alien races all developed the same tech and built relatively similar ships. With Aurora, every race has its own tech and its own designs.

Some background on mechanics.

Each star system is completely to scale, with over 230 star types from tiny brown dwarves to massive supergiants. Every planet, moon, asteroid or comet is detailed individually and some systems will have over a thousand system bodies. You can colonise and mine any of them and there is an unlimited number of systems. The type of detail for each system body includes orbital distance, size, gravity, temperature, atmospheric pressure and content (e.g. Nitrogen 74%, Oxygen 22%, Carbon Dioxide 4%, Pressure 2.26 atm), hydrosphere, density, magnetic field, day length, year length, axial tilt, greenhouse factor, albedo, etc.

Systems can be zoomed out to see the whole system at once and stepped in until a single star or planet fills the screen. All bodies follow their orbital paths so you can see them move as time is advanced. Ship and fleet movement plus any sensor contacts are shown on the system map. Each fleet has a tail showing speed and direction and you can optionally show additional details such as speed, current orders, estimated time of arrival, etc. Any missiles in flight are shown, as are fighters, mass driver packets, civilian trade convoys, lifepods, wrecks, etc.

Each species in the game has a specific homeworld and their environmental tolerances are based on the planet where the species is created. So a species might have a gravity tolerance from 0.35G to 1.65G, oxygen content from 0.1 atm to 0.3 atm, temperature from 0C to 44C and maximum pressure of 3.1 atm. If a planet or moon fits within those tolerances, it is completely habitable with no support. The further outside the tolerances a planet moves, the more supporting infrastructure a colony will need (or you can terraform it).

Colonies are measured in actual people. A colony will includes some or all of the following: Infrastructure, construction factories, ordnance factories, fighter factories, fuel refineries, mines, automated mines, mass drivers, terraforming facilities, research labs, shipyards, financial centres, ground unit training facilities, naval acadamies, maintenance facilities, ground-based sensors, commercial freight facilities, spaceports, fuel stockpiles, etc. Every colony also has details of how the workforce is broken down to man the industry, the pop growth rates, planetary suitability, any atmospheric dust or radiation from orbital bombardment, political status within the Empire, thermal and EM signatures (for detection by hostile sensors), production modifiers for undermanning, political unrest, Empire economic problems, etc. This is a lot easier than it sounds because the programs handles a lot of this for you. You just decide what to build.

Research includes hundreds of different items from racial capabilities such as production rates, terraforming rates, trade creation, wealth generation, etc. to background technologies for armour types, laser wavelength, laser focal size, capacitor recharge rates, torpedo ranges, sensor strengths for active, thermal and EM, jump drive efficiency, missile engine power, missile fire control ranges, etc plus actual component technologies (with possible combinations in the high thousands) developed from known background tech, such as a 12cm Ultraviolet Laser, a particular model of jump drive, a specific missile or fighter design, specific types of fire controls, sensors, railgun, plasma carronade, etc. and many more.

Ship desigh consists of assembling pre-developed components into designs. There are no specific hull types so you can build ships of any size or capability and give them whatever names you want (but remember you still need to pay for them and build them). Ship speed is based on size vs engine power so you need to decide on a trade-off between engines and other internal systems. Ship types in my current campaign include cruisers and destroyers armed with missiles, escort ships armed with lasers, grav survey ships (to find jump points), geo survey ships (to find the eleven different resource types that underpin all construction), asteroid mining ships, terraforming ships, fuel harvesters (which extract Sorium from gas giants), jump gate construction ships, fast attack craft with lasers, missiles and high power microwaves, freighters, colony ships, troop transports, planetary defence centres, jump ships (which are needed to escorts other ships through jump points if they lack a jump engine and there is no gate on the jump point), and many more types.

For combat, you first need to find your opponent so most players design a wide variety of sensors. Thermal sensors detect engine emissions, EM sensors detect shields or hostile active sensors, while active sensors detect the cross-section of enemy vessels but can give away your position to hostile EM sensors. Shields reduce damage but can be blasted down while armour is now based on the Renegade legion model with different weapons having different damage templates. Internal hits are distributed within the ship and each component has a chance to be hit and a chance to be destroyed. A separate damage allocation chart is automatically created for each different ship design. To target an enemy you first need to lock on and different fire controls are needed for different situations. To track incoming missiles you might design a fire control with short range but high tracking speed while you may need the reverse for slow-moving distant targets. Of course you could develop a fire control with max range and max tracking speed (based on current tech) but it will be very large and very expensive.

Your naval academy creates both crews for your ships and officers to command them. Every officer is named and tracked individually, along with a variety of skills that can increase with experience over time. As you can have thousands of officers, Aurora will optionally handle all promotions and command assignments based on the officers skills.

Unfortunately that covers only a fraction of the game but I don't want to bore you to death Try downloading it from the Installation forum (its free) and give it a try. Please ask on the forums if you need any help.

Steve
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Post by Steve Walmsley »

VBAM is the type of game that Aurora players would enjoy so please post something on the Aurora forums about the game. You will probably pick up some new players.

Steve
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Post by Steve Walmsley »

Tyrel Lohr wrote:Aurora has been interesting to watch the past year or two during its development. It represents a game that is a bit more than I would want to play for fun without an AI to play against, though. There are a lot of interesting concepts, but to me it is more of a "software toy" than anything else. I can't imagine playing a game where I have to keep track of that many colonies and installations, not to mention I don't care for rules where planets are quickly "drained" of their resources. Stars! did that, and despite being an otherwise fun game (horribly broken, but fun) its similar implementation of minerals wasn't very much fun. After 100 years in Stars!, most planets were stripped clean and it became pretty difficult to build anything or replace losses.
I liked Stars! too :). The draining of mineral resources is to encourage expansion and cause conflict. Unlike Stars! Aurora can handle an effectively infinite number of systems so you will never run out of resources but you will need to expand to find new resources or restrict your economy to live on the available resources. As in real life, several Empires all trying to find resources to fund their economy is going to causes wars, especially if a particularly resource-rich system is found or high-grade ruins that will allow archaeological teams to find new technology.

The installations and colonies are easy to manage. For example, in my current game, after seventeen years of game time the main race has twenty colonies. Twelve are populated, two are automated mining colonies, two are archaeological sites and four are sensor outposts. The populated colonies are being increased in size by colony ships on automated runs from the homeworld. Eight have no industry and therefore they need no more looking after unless I decide to add some industry. Two are research colonies where I have transported research facilities from the homeworld and put commanders in charge with specific research skills. The only management they require is setting up the research queues. The homeworld has research, shipyards, construction factories, fighter production, ordnance production and fuel production. I just set up queues for research, construction, fighters and ordnance and leave them to it. Fuel production is on/off. Shipyards need more attention as I have to retool them, increase their size, etc. I have one other populated colony, which has mining complexes that function automatically plus some construction factories that are currently spending two years building a shipyard. The two mining colonies are setup to work automatically and are visited regularly by freighters set to automatic that pick up minerals and return them to the homeworld.

I wanted a game which could have plenty of colonies and shipping traffic but which could be easily managed. Most of my gameplay time is actually spent thinking about new tech, new ship designs, how to deploy forces, which colonies to improve, how to make best use of colony ships, freighters, etc, which planets to terraform, war strategy, which systems to survey, etc.

Surveying can be done automatically as well. Send a survey fleet to a system with orders to split up and a default order to survey and the ships will work independently and automatically, surveying grav survey locations or system bodies while being aware of other survey ships in the system (and their orders too) so that they do not duplicate effort. You can even set default orders so that when they have finished they will all return to the entry jump point. All the above can easily be done within a few seconds on the orders window. When the survey is done, the ships will let you know. If they find anything during the survey, you will be notified of that too.

Once you get past the initial OMG regarding the level of detail, you will find it is really easy to manage an Empire. With Starfire, I spent far too much time on the economic mechanics rather than having fun. With Aurora, you can let the Empire run and tinker with it as required.
Still, a lot of neat ideas! And if it does what Steve wants it to do, then it is perfect :) He just has to start writing his next great campaign narrative to appease the masses!
I have written about ten Aurora campaigns up so far but they usually get to 40-50 pages in Word and then either make some major change or I have a new idea for a campaign :). One of them will eventually make the leap into becoming the new Rigellian campaign.

Steve
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Post by Steve Walmsley »

jygro wrote:Imagine a VBAM game where your census will grow by 4-10% per turn, but you can't go over the maximum CAP of any planet/system without major morale issues. Add Tyrel's food consumption rules and you got the interesting little problem!
Aurora doesn't track food as such, although a portion of your population is automatically assigned to Agriculture and Environmental. You can let a colony on an ideal world grow indefinitely, although the rate of pop growth slows down as you get larger pops. A small pop could be around 10-13% per year, depending on governor skills, whereas a pop of a billion will be around 2% per year. One problem you will run into though is that populations over 10m want protecting and they have a Requested Protection Level. If you fail to provide adequate military protection, unrest will grow and the colony may eventually break away and become independent.

Steve
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Post by Charles Lewis »

Thanks for joining us, Steve, and thanks for sharing your insights! Your efforts show that is more than one way to skin the 4X cat, and there is no wrong answer. Personally, I find the tools you've put togther rather inspiring as it proves that it is possible to have a system where a computer is used to enforce the rules and handle the routine elements but that still allows a user to go in and break the rules or force desired adjustments.

We hope to eventually have similar capabilities for VBAM.

Regardless of the system, though, the more people playing 4X games and generating campaign diaries, the better!
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Post by andstrauss »

Very interesting.

How does multiplayer works in Aurora, what are the limits?

Cheers,
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Post by Tyrel Lohr »

Steve Walmsley wrote:I liked Stars! too :).
I remember you mentioning that :)
Steve Walmsley wrote:The draining of mineral resources is to encourage expansion and cause conflict. Unlike Stars! Aurora can handle an effectively infinite number of systems so you will never run out of resources but you will need to expand to find new resources or restrict your economy to live on the available resources. As in real life, several Empires all trying to find resources to fund their economy is going to causes wars, especially if a particularly resource-rich system is found or high-grade ruins that will allow archaeological teams to find new technology.
I do concede that it gives empires a solid reason to continue expanding, beyond the more typical "because I can" and "I want to have an exponential growth curve" reasons. From your early campaigns (I haven't tracked the recent ones), I remember your three-nations on Earth running low on minerals a bit quick for my tastes. Especially the lack of one or two key minerals that were rare in your starting solar system was a bit of an issue (but one I think you addressed), though it did lead to some interesting bartering between the three parties.

In VBAM, the economic model is of a much lower level of detail, and the RAW value (which essentially describes a system or planet's material worth) is fairly contant; the only rules (and an optional one to boot) that allow for the raising/lowering of RAW are Random Events (varies) or Strip Mining (+1 RAW boost, but must roll each turn to see if RAW decreases as a result of overutilization).

As for campaign diary length, 40-50 pages does seem to be the breaking point for most campaign diaries. Of course, your Starfire and Aurora diaries tend to be a bit more verbose than my own VBAM campaign diaries; I tend to spend too much time and energy on the layout and design aspects of the diary, making sure look just right so that when I *do* let people see them that they look nice and shiny! :) Yeah, I know, style over substance!
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Post by Steve Walmsley »

andstrauss wrote:Very interesting.

How does multiplayer works in Aurora, what are the limits?
You can either hotseat at the same PC or pass the savegame file between different PCs. Like Starfire, multi-player works best with a Spacemaster who can set up the scenario and advance the time, as well as handling those features that require Spacemaster mode.

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Post by Steve Walmsley »

Tyrel Lohr wrote:I do concede that it gives empires a solid reason to continue expanding, beyond the more typical "because I can" and "I want to have an exponential growth curve" reasons. From your early campaigns (I haven't tracked the recent ones), I remember your three-nations on Earth running low on minerals a bit quick for my tastes. Especially the lack of one or two key minerals that were rare in your starting solar system was a bit of an issue (but one I think you addressed), though it did lead to some interesting bartering between the three parties.
The starting mineral code has been tweaked so you are always going to have reasonable deposits of the key minerals, although the accessibility may not always be very high. For a campaign where multiple races are starting on the same planet, the SM can modify the starting mineral deposits accordingly if required.

You are also unlikely to ever completely run out of minerals but some planets with massive deposits have generally low accessibility ratings so the speed at which you can extract minerals can be quite low. The goal is really to find planets, moons or asteroids with several different easily extractable minerals. You can also now harvest gas giants for fuel. Unlike many other games of this type, even a powerful empire has to keep an eye on its economy or it can go into recession or even crash .You need to balance wealth, mineral resources, mining capacity and production capacity to ensure your demand doesn't exceed your supply. Otherwise you could end up with a fleet you can't overhaul, maintain or fuel. In that case, systems on the ships will start to fail with increasingly regularity.
In VBAM, the economic model is of a much lower level of detail, and the RAW value (which essentially describes a system or planet's material worth) is fairly contant; the only rules (and an optional one to boot) that allow for the raising/lowering of RAW are Random Events (varies) or Strip Mining (+1 RAW boost, but must roll each turn to see if RAW decreases as a result of overutilization).

As for campaign diary length, 40-50 pages does seem to be the breaking point for most campaign diaries. Of course, your Starfire and Aurora diaries tend to be a bit more verbose than my own VBAM campaign diaries; I tend to spend too much time and energy on the layout and design aspects of the diary, making sure look just right so that when I *do* let people see them that they look nice and shiny! :) Yeah, I know, style over substance!
I tend to just write mine as things happen and see how it works out :). I think the longest Aurora diary so far was about 100 pages. I am up to about 40 pages with the current campaign, although as it progresses I tend to mention some things a lot less. Once you get past 20-30 systems, I stop reporting survey completions or new discoveries unless there is something of particular interest, such as ancient ruins, a habitable world or supergiant star. Here are a couple of recent campaign reports plus a link to the main fiction list.

Specific Campaign Reports
http://aurora.pentarch.org/viewtopic.php?t=952
http://aurora.pentarch.org/viewtopic.php?t=957

Forum with all after-action reports
http://aurora.pentarch.org/viewforum.php?f=2

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Post by ianstead »

I'm slowly trying to get to grips with it. I like it, lots of pretty buttons and lots to do.

Good, excuse tis my last day at work in sunny Longridge. So I am not doing too much (well there deducting some course fees from my last pay packet so I am doing as little as possible)

I can pretty much try it out without looking suspiscous.

I might have a few questions for you Ste, but I shall spew 'em forth on our forum. Damn nice piece of software.

Ian
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Post by Charles Lewis »

Be sure to ask them on *his* forum, you'll probably get faster answers. Plus, there's a lot of basic information there already. :)
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Post by ianstead »

Righty, bid giddy at the moment, finally getting out of the job I am in and had a few beers when I wrote that one.

I am trying to get somesort MSS playtest going, leaving my old job has made me feel more motivated.

Ian
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Post by Steve Walmsley »

ianstead wrote:I'm slowly trying to get to grips with it. I like it, lots of pretty buttons and lots to do.

Good, excuse tis my last day at work in sunny Longridge. So I am not doing too much (well there deducting some course fees from my last pay packet so I am doing as little as possible)

I can pretty much try it out without looking suspiscous.

I might have a few questions for you Ste, but I shall spew 'em forth on our forum. Damn nice piece of software.
The best place to ask questions is on the Aurora forum. Even if I am not available to answer questions there are a lot of other people who will be happy to help.

When you mentioned sunny Longridge, is that Longridge near Preston? I am in Longton, just at the other side of Preston.

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Post by ianstead »

Steve Walmsley wrote: The best place to ask questions is on the Aurora forum. Even if I am not available to answer questions there are a lot of other people who will be happy to help.

When you mentioned sunny Longridge, is that Longridge near Preston? I am in Longton, just at the other side of Preston.

Steve
Hehe thought so, hence I mentioned it. :D

Yep I did up until last friday work in Longridge. I noticed from your forum your in Longton, I thought it was the same one. Just changed job, work in Wigan now, 10 mins commute instead of M6! 40mins commute.

Just need to reinstall a few things I shall get going on a new game.

Cheers!
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Post by Emiricol »

Starfire was wicked cool, but frankly too much like Fantasy Accounting. Tracking the number of rounds left in each of five magazines on 200 ships is daunting... for example. VBAM is the perfect compromise between detail and playability for me, ymmv of course.

As to a computerized version of VBAM, I once thought it would be a swell idea, but now I play with more than a couple optional and house rules, so it wouldn't do me much good :/ My spreadsheets do OK, once set up the way I likes 'em.

Will definitely check out Aurora!

-Emiricol
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