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RE: [MUD-Dev] Simulated Populations
On Wednesday, January 19, 2000 6:06 PM, phlUID [SMTP:phluid#mindless,com]
wrote:
> Simulated Populations in Fantasy MUDS
> -------------------------------------
[snip]
> One thing that makes this system seriously easier
> is the fact that you cannot run out of money or
> food in Spellbound. However, this does not mean that
> these will not have an impact on the populations.
> The actual code that chooses which goals to give to
> new dwarves will be based on 'needs'. These needs
> are tallied, and each goal is considered to help
> repair these 'needs'.
It all seems very interesting, but your plans involve
simply automating procreation. Why not make it a goal?
As a population dwindles in number, the pressure to
procreate should increase. As it increases, the
pressure to procreate should decrease. Of course,
certain other factors could be included - sexual
proclivity, interracial (interspecie?) couplings, etc.
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MUD-Dev maillist - MUD-Dev#kanga,nu
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- Thread context:
- Re: [MUD-Dev] Business Licenses, (continued)
- [MUD-Dev] Simulated Populations,
phlUID phluid#mindless,com, Wed 19 Jan 2000, 23:03 GMT
- <Possible follow-up(s)>
- RE: [MUD-Dev] Simulated Populations,
Charles Hughes charles.hughes#bigfoot,com, Thu 20 Jan 2000, 00:47 GMT
- Re: [MUD-Dev] Simulated Populations,
Nicolai Hansen nic#aub,dk, Thu 20 Jan 2000, 22:53 GMT
- Re: [MUD-Dev] Simulated Populations,
phlUID phluid#mindless,com, Fri 21 Jan 2000, 04:37 GMT
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