Society generation and evolution for use by hexagram30 projects
From the perspective of an interactive, story-driven, world-oriented adventure roll-playing game, the presence of a society is of critical importance; ideally, two or more interacting societies are present. As a story or game element, societies provide the following:
- a sensible context for characters, both playing and non-playing
- global, regional, municipal, and tribal backstory
- diversity of quests
- source of ample new supporting content for stories
A particular use case that motivated the creation of this project was in-game news feeds. I grow weary of all the real-life bad news we see so much of these days. I would love to open up a news reader in the morning which drinking my coffee, and see what has been going on in a given generated game world: a queen's new diplomatic achievement, an arcane college discovering a new planar entity, the creation of a new village, the founding of a new farm, the birth of twins to a tribe's leading family, etc. Elements that would not only make for interesting or fun news items to read about, but which would then be incorporated into actual game-play, when I eventually logged in later in the day or week.
First things first, though: a society needs to be created! So, to achieve the above desired usage, this project starts at the beginning ...
Further details on definitions, assumptions, equations, models, and the code the drives it are available here:
A donation account for supporting development on this project has been set up on Liberapay here:
You can learn more about Liberapay on its Wikipedia entry or on the service's "About" page.
Copyright © 2018-2019, Hexagram30 <hexagram30@cnbb.games>
Apache License, Version 2.0