NHacker Next
- new
- past
- show
- ask
- show
- jobs
- submit
login
▲Show HN: Pen and paper resource development game with an emergent world (self.__VINEXT_RSC_CHUNKS__=self.__VINEXT_RSC_CHUNKS__||[];self.__VINEXT_RSC_CHUNKS__.push("2:I[\"aadde9aaef29\",[],\"default\",1]\n3:I[\"6e873226e03b\",[],\"Children\",1]\n5:I[\"bc2946a341c8\",[],\"LayoutSegmentProvider\",1]\n6:I[\"6e873226e03b\",[],\"Slot\",1]\n7:I[\"3506b3d116f7\",[],\"ErrorBoundary\",1]\n8:I[\"a9bbde40cf2d\",[],\"default\",1]\n9:I[\"3506b3d116f7\",[],\"NotFoundBoundary\",1]\na:\"$Sreact.suspense\"\n:HL[\"/assets/index-BLEkI_5r.css\",\"style\"]\n")="noopener noreferrer nofollow" target="_blank">jameshylands.co.uk)
Rendered at 05:43:38 GMT+0000 (Coordinated Universal Time) with Cloudflare Workers.
It's certainly interesting and all. But if this is your idea of a simple boardgame, what on earth do you consider a complex one?
Its a fair comment.
This game explores such a captivating idea, well there's two ideas actually which I find particularly interesting about it:
The concept of computational reducibility. According to Stephen Wolfram, who is very prominently featured on HN, (he argues that) the most interesting systems are computationally irreducible, meaning the only way to find their state at step N is to simulate all steps 1 through N-1. Orbital mechanics is one of the rare counterexamples which says that: given a formula, you can compute a planet's position at any future time without simulating all intermediate positions. This game deliberately positions itself on the opposite side of that line and uses computational reducibility as a design constraint rather than an obstacle.
The map generation is the other clever bit I find very interesting. An LFSR operating on a single byte is something you can compute with pencil and scratch paper and yet it produces maps with geographic clustering (lakes, mountain ranges) from the XOR correlations. You get interesting, realistic looking maps to play on without using a computer which I'll definitely steal for my next pen-and-paper game.
Suffice to say that yesterday I spend the next several hours obsessing over it then proceeded to write a rulebook for myself. In doing so, I ran into some confusion about the rules which I couldn't clarify from reading the post. jhylands, if you see this, please help me understand the rules a little bit:
I had played around with some of the formulas to get everything to be 2^n but it it works better if L(0) is free and houses and mill/mine are 2^(n-1)
1) Ore tier is when the number is represented in binary. 2) I've made a mistake in my writeup here so I was changing the rules a lot as I played it to try and optimise but if you play with L(0) mill/mine being free then follow 2^(n-1) it works better.
3) Picking up and dropping are free, so the cost to move wood from x to y is just the travel cost. If operating, that is the only thing an agent can do. Assignment does not take time but the agent has to travel there.
4) I'll change it in the post but yes 2(n+1)
5) Yes higher ore can always substitute lower grade ore.
6) Yes unlimited batches.
7) I played it as only one building on a cleared square. The reason I'd keep this is because of the nature of houses means you're paying exponentially more for increasing density.