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	<title>Simplest Sim - Revision history</title>
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	<updated>2026-05-12T17:57:10Z</updated>
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		<id>https://wiki.opendominion.net/index.php?title=Simplest_Sim&amp;diff=465&amp;oldid=prev</id>
		<title>InternetFett: 1 revision imported</title>
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		<updated>2020-11-07T02:01:54Z</updated>

		<summary type="html">&lt;p&gt;1 revision imported&lt;/p&gt;
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				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 02:01, 7 November 2020&lt;/td&gt;
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		<author><name>InternetFett</name></author>
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	<entry>
		<id>https://wiki.opendominion.net/index.php?title=Simplest_Sim&amp;diff=464&amp;oldid=prev</id>
		<title>OpenDominion&gt;PepperSpray at 19:03, 31 December 2017</title>
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		<updated>2017-12-31T19:03:59Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;The simplest sim is just a sequence.&lt;br /&gt;
The #ACTOR is looking for #FOOD, and the game inserts a number of progression #STEP between the #ACTOR and the #FOOD.&lt;br /&gt;
As the #ACTOR walks each #STEP the game prints &amp;#039;left&amp;#039;, &amp;#039;right&amp;#039;.&lt;br /&gt;
Once the sequence is fully traversed the game ends.&lt;br /&gt;
&lt;br /&gt;
This simple #UNIVERSE is made more complex with some definitions.&lt;br /&gt;
#STEP = 2, #FOOD = 8. &lt;br /&gt;
The #ACTOR may progress 2 #STEP costing 8 #FOOD.&lt;br /&gt;
There is no negative balance, the #ACTOR cannot travel 4 #STEP on 8 #FOOD.&lt;br /&gt;
The smallest #STEP is 2 (not 1), so all operations result in even integers.&lt;br /&gt;
The #UNIVERSE ends after 16 steps.&lt;br /&gt;
&lt;br /&gt;
So far so good, altough there are problems with this simple model.&lt;br /&gt;
The #ACTOR just keep stepping, so lets see what MAY happen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
0xf: ACTOR TAKES 2 STEPS, GAINS  8 FOOD, BALANCE  0&lt;br /&gt;
0xe: ACTOR TAKES 2 STEPS, GAINS 24 FOOD, BALANCE 16&lt;br /&gt;
0xd: ACTOR TAKES 2 STEPS, GAINS  0 FOOD, BALANCE  8&lt;br /&gt;
0xc: ACTOR TAKES 2 STEPS, GAINS  8 FOOD, BALANCE  8&lt;br /&gt;
.. so on, so on...&lt;br /&gt;
0x0: ACTOR TAKES 2 STEPS, GAINS  0 FOOD, BALAMCE  0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After each step if #BALANCE is at 0 game over.&lt;br /&gt;
The sequence runs 16 #STEP (F - 0 hexadecimal counting down), but the game might end as soon as STEP 1.&lt;br /&gt;
&lt;br /&gt;
On the design-level anything may be a valid option.&lt;br /&gt;
The #GAINS could be a roll of a dice between the values 0, 8, 16 and so on.&lt;br /&gt;
The winner could be:&lt;br /&gt;
 - the One with most #STEP&lt;br /&gt;
 - the One with highest #BALANCE&lt;br /&gt;
 - the One with most #STEP, highest #GAINS&lt;br /&gt;
 - the One with most #STEP, highest #BALANCE&lt;br /&gt;
 - the One with highest #BALANCE, highest #GAINS&lt;br /&gt;
 - the One with most #STEP, highest #BALANCE, highest #GAINS&lt;br /&gt;
 - the One with most #STEP, highest #BALANCE, highest #GAINS and the highest outcome of (#SOME #FREAKINGLY #COMPLEX #ALGEBRA)&lt;br /&gt;
&lt;br /&gt;
As we factor in more variables such as actors and rules the variations could become quite large. Most times you could approximate by simply multiplying all terms - such as 1 ACTOR * 16 STEPS * 3 GAINS (assumming GAINS maybe 0, 8, 16)&lt;br /&gt;
&lt;br /&gt;
To sum it up even this small example provides a few interesting observations: using only even numbers, scaling by even numbers seems to be a good design concept. The smallest integer should be 1024 instead of 2, so the game dynamics going to have more detailed resolutions. The are a suprisingly large number of victory conditions! The game could be non-starter or end abruply which is a joykill, and so on... Reading and writing this wiki is going provide more of these insights.&lt;br /&gt;
&lt;br /&gt;
When this wiki gets to a point when there is enough content for a wikibook it is going to be published under the tite &amp;quot;Small but Sufficient Simming for Simpletons&amp;quot;. After all, in OpenDominion there is only a slight disctintion between a &amp;#039;user&amp;#039; and a &amp;#039;developer&amp;#039;. Simming provides crucial proof of concept, verification of results, and when a sim does not work it could be an issue with the game. Yet this wiki must be kept as accessible as possible: If you cannot, or would not bother, explain yourself using high-school-level algebra you should probably be reading or writing a different wiki.&lt;br /&gt;
&lt;br /&gt;
From this point forward we are going to analyse and sim each feature of OpenDominion, guided by the game&amp;#039;s interface. The easier ones first - such as the building and terrain types. In this wiki creating a complete overview is going to take precedence over focused and detailed discussion - which are great, but are also limited in scope. A lot of information about the original game is now lost to the ages, and reconstructing whats lost must begin from memory, by intuition and with loads of creativity.&lt;br /&gt;
&lt;br /&gt;
You are more than welcome to contribute, but please keep in mind that all and everyhting written here should help the game, its development, and its players.&lt;/div&gt;</summary>
		<author><name>OpenDominion&gt;PepperSpray</name></author>
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