• Ben Matthews@sopuli.xyz
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    3 years ago

    OK, so I tried this, able to win on the second round. :-)
    First time you risk to do some things too early, others you must do early, but I won’t spoil the challenge by giving details.
    Good emphasis on land-use limitations.

    Concept is nicer than ‘fate of the world’ which was rather similar (and even fotw told me their idea was partly inspired by an idea on my website about 23 years ago). Both this and fotw based on ‘cards’, while prefer to adjust levers gradually, and see graphs move in real-time.
    (btw going back even further, does anybody remember ‘lincity’ )?

    Some things confusing - e.g. you adjust percentages not totals, but totals change, which hits limits in not-obvious ways. No mention of space-heating challenge eg heat-pumps (suggests made in tropics?), no modal-shift in transport (except inside cities). I’d like to see whether the numbers reflect current emissions of China, and Arabia (I doubt it, doesn’t fit the ‘south is good’ narrative). Overall I suspect that the calculations are too optimistic, but can’t say more without detailed plots of changes over time, or a view of the engine code.

    But biggest unrealities:

    • We don’t have such a scenario - there is no global planner - “god games” are too easy concept.
    • The fraction of contrarians is larger (than the 3 groups I couldn’t satisfy in this game), maybe increasing (?).
    • Some of the ‘mandates’ are far too easily implemented.

    I ponder how to design a game which is more realistic in these respects.
    Having said that, I think the ‘magic card’ has some merits, if everybody would play, maybe that helps tip the balance.

    • keepthepace@slrpnk.net
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      3 years ago

      Game design has to thread a line between realism and fun. This is not supposed to be realistic but a way to tinker with scenarios

      • Ben Matthews@sopuli.xyz
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        3 years ago

        Sure, but this is also a real game we need to win (well, maybe not <1C in that timeframe) , and we only get one chance to play. This example helps people learn, but there are things to adjust.
        Another (I didn’t mention above) is that construction (including new energy, ‘green’ cities etc.) takes massive time, energy, materials - it’s not clear that’s sufficiently taken into account, and likewise not by real “socialist” planners.

  • logir@feddit.it
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    3 years ago

    This game is great. By playing it you understand also the point of view of the creator, that is “tech won’t save us”

    • keepthepace@slrpnk.net
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      3 years ago

      Yes it is so biased against “accelerationists” it is funny.

      However the game design is great. I, like probably every player, disagrees with some assumptions but I really like the way it plays out

      • Ben Matthews@sopuli.xyz
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        3 years ago

        You can get those ‘accelerationists’ within the coalition by funding lots of research, just don’t expect it all to work, don’t even need to apply it. Actually I think that ‘bias’ is realistic. Problem is rather political groups that are missing - religious for example.

  • RobotToaster@mander.xyz
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    3 years ago

    Does the alliance system seem broken for anyone else? I tried doing several “evil” runs, but I can never get the authoritarian or Malthusian to like me despite implementing stuff they are supposed to like. (I end up getting the utopian and environmentalist as allies 🤨) Maybe I’m just bad at being evil lol.

    (Also it seems weird you only get ally points when you complete a project, usually in politics alliances are formed around throwing money at things, not actually getting them done)