I'm still a little confused how Turchin's original spatial simulation could collapse at all, given an $S_\textrm{crit}=0.003$. Theoretically, this implies a frontier of 3 to a total area of 1000. My calculations indicate that this could be achieved by a circular area of radius 666 (oddly enough). Which is absolutely enormous. In his real-world simulations, he implements a restriction on what constitutes a frontier space, and this makes much more sense in terms of generating low $S$. Adjusting $S_\textrm{crit}$ doesn't help much: even at $S_\textrm{crit}=0.02$, the theoretical empire is three times the size of Europe before it undergoes spontaneous collapse.
A few more changes to implement before the next run:
- Mountains and rivers make $S$ decay more slowly.
- Cities can now send settlers as soon as they reach a population of $2P_0=300$.
- However, only hexes which derive at least 25% of their infrastructure from the parent city can be settled. This forces a condition where capitals must be dependent on growth from their satellite hubs at a certain point.
$S$ in red; $A$ in blue (hinterlands in light blue dashed, cities in darker blue dashed) |
$P$ |
Because my cities are grown from scratch, there is a practical limitation on how soon they can "meet" and create metaethnic frontiers. In almost all cases, a hegemony is surrounded not by other hegemonies, but by the wilderness, which should certainly provide enough danger to increase collective solidarity.
However, a random troll in the wilderness is not as dangerous to society as another hegemony who might be eyeing your infrastructure and resources. To this end, I can consider increasing $S\to0.25$ or a similar value in cases where the frontier is not a metaethnic border but a wilderness border.
How does that help?
Better! Interesting that $S$ begins to increase as the total $A$ does - it looks like this is when Mengj starts to bump up against other competing hegemonies.
More things to try:
- Available troops scales with $P_i$ of a hex
- Implementation of structural demographic dynamics
- Effect of $\bar S$ on infrastructure spread
- Disintegration below $S_\textrm{crit}$
Phew, just caught up with all the posts on this blog. Incredibly fascinating stuff! Can't follow all the math models, but it's amazing how organic the results feel.
ReplyDeleteYou might already be familiar with this game, but your work shares a lot of parallels with Ultima Ratio Regum. It's a one-man project that's been in development for a while, but it already looks capable of some impressive procedural generation of cultures, religion, cities, architecture, cultural artifacts, and NPCs. It's definitely on the opposite end of the micro-macro scale of generation, but I'd recommend checking it out for inspiration if you haven't already:
(This might be a good place to start):
https://www.rockpapershotgun.com/2016/09/02/how-to-procedurally-generate-culture/
The first in the series:
https://www.rockpapershotgun.com/2016/07/22/future-of-procedural-generation-1/
I have indeed but thanks for the reminder! Good stuff over there. I checked it out way back when I was starting my project so I need to get familiar with it again and see what I can glean.
DeleteYou are my new favorite person. Thanks for the blog posts, these are super interesting!
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