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Effganic: Genesis


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If you've played my previous Effganic 1920s mod, then you'll know exactly what this is. The game starts with the birth of professional wrestling, 1920, with the debut of Southern Pro Wrestling. The game starts with only one active promotion and a handful of wrestlers, but over time will evolve into something entirely its own. There are a few "yet to debut" workers in the database, but for the most part the game will create the workers, making each experience truly unique. Promotions have been added to pop up over time and throughout all of the world, laying the ground work for the universe. How you play is entirely up to you. You can jump in and start with SPW, create or own company, sim 5, 10, 15 years and then play, or just sit back and watch the world happen.

 

Effverse Mods: We put the YOU in Universe.

 

Database

Current Workers: 11

Future Workers: 10

User Characters: 1

Free Pictures: 1,687

Alter Egos: 9

Current Companies: 1

Future Companies: 169

Stables: 1

Current Broadcasters: 0

Future Broadcasters: 217

Broadcaster Changes: 57

Eras: 7

Media Groups: 12

Narratives: 61

Training Facilities: 66

Graduates: 1

Venues & Locations: 1

Other TV Shows: 347

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For those who have played the previous version of my mod, I have a question for you.

 

What can I do to make the more fun/functional? This obviously has to be something that I am able to do and not something that is restricted by the game itself.

 

Personally I would go with seeding more companies and free workers to come in over time, I always end up modifying to do that before starting a long watcher game anyway.

 

Optionally set up narratives to change the focus of the industry in each decade but I appreciate that can take away from the anything can happen vibe.

 

Either way will check it out again, great stuff, and thank you

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Personally I would go with seeding more companies and free workers to come in over time, I always end up modifying to do that before starting a long watcher game anyway.

 

Optionally set up narratives to change the focus of the industry in each decade but I appreciate that can take away from the anything can happen vibe.

 

Either way will check it out again, great stuff, and thank you

 

I would like both of these things - potentially set up a bunch of narratives that people can disable some/all of if they want to get more of an 'anything can happen' vibe but can leave on if they want stuff to be slightly more guided?

 

Super excited for this, btw!

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Progress report

 

I've updated all workers with the new options (attributes are fun!). I've added the bones to a bunch of new promotions and broadcasters. Most of the day has been spent working through the current broadcasters and creating Broadcaster Changes. This one is going to be huge because it means I'll be able to open a network early and have it be small with little barrier to entry and have it grow larger over time, simulating the real world more accurately.

 

There is one big thing though, and it is one that I won't fully be able to test until the full release comes out: Worker Generation. This is now tied mostly to training facilities, as I understand. This means that most (if not all) new workers will come from training and not full random generation. I already had a few training facilities in the game to mimic boxing, wrestling, etc, but had to crank them all the way up just to have them pump out 12 workers a year. This means I'm going to need a new solution for worker generation and I am hoping some of you may have some ideas. The first that comes to mind is just create a ton of generic facilities for each region to keep the numbers up. Would you all be ok with their bio reading "graduate of Generic US Wrestling School #1" or do you have any better ideas?

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Progress report

 

I've updated all workers with the new options (attributes are fun!). I've added the bones to a bunch of new promotions and broadcasters. Most of the day has been spent working through the current broadcasters and creating Broadcaster Changes. This one is going to be huge because it means I'll be able to open a network early and have it be small with little barrier to entry and have it grow larger over time, simulating the real world more accurately.

 

There is one big thing though, and it is one that I won't fully be able to test until the full release comes out: Worker Generation. This is now tied mostly to training facilities, as I understand. This means that most (if not all) new workers will come from training and not full random generation. I already had a few training facilities in the game to mimic boxing, wrestling, etc, but had to crank them all the way up just to have them pump out 12 workers a year. This means I'm going to need a new solution for worker generation and I am hoping some of you may have some ideas. The first that comes to mind is just create a ton of generic facilities for each region to keep the numbers up. Would you all be ok with their bio reading "graduate of Generic US Wrestling School #1" or do you have any better ideas?

 

You could put them in as Generic US Wrestling School #1, etc and then if the person downloading it is bothered by it they could change it easy enough.

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Use the place the facility is in, instead of saying Generic. "graduate of New England US Wrestling School #1" "graduate of Great Lakes US Wrestling School #1"<img alt=":cool:" data-src="//content.invisioncic.com/g322608/emoticons/cool.png.f00d2562b2c1d873a09323753efdb041.png" src="<___base_url___>/applications/core/interface/js/spacer.png" />
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For those who have played the previous version of my mod, I have a question for you.

 

What can I do to make the more fun/functional? This obviously has to be something that I am able to do and not something that is restricted by the game itself.

 

I primarily played the 80s version, and the two main problems I had were companies opening and then closing really quickly (RIP in peace, WOTW), and companies seeming to max out at Cult size and never really progressing beyond that.

 

That said, super looking forward to a new version of this for 2020, it's easily one of my favourite mods!

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I've been working on getting info for Other TV Shows today and I will have a ton of things in there. I will likely need help from people outside of the States to help me generate the shows for their part of the world because I have no idea what has been big elsewhere outside of the obvious ones.

 

On the random gen front, I noticed last night that you can do the quick fill anytime you want to generate new workers. This could potentially be an option instead of having generic schools. It would also put the control into your hands so that you can generate however many you want, wherever you want, and whenever you want.

 

I've gone through and set all future promotions to start randomly, but included their original start year as the "Not Before" date. Hopefully this will add a bit more randomness without completely breaking things. Won't know for sure until I can do long term sims.

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There is one big thing though, and it is one that I won't fully be able to test until the full release comes out: Worker Generation. This is now tied mostly to training facilities, as I understand. This means that most (if not all) new workers will come from training and not full random generation. I already had a few training facilities in the game to mimic boxing, wrestling, etc, but had to crank them all the way up just to have them pump out 12 workers a year. This means I'm going to need a new solution for worker generation and I am hoping some of you may have some ideas. The first that comes to mind is just create a ton of generic facilities for each region to keep the numbers up. Would you all be ok with their bio reading "graduate of Generic US Wrestling School #1" or do you have any better ideas?

 

Okay I was really wondering how worker generation works now so this is good information.

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Also, on the Other TV Show front. Would you all prefer real world information (ex. Friends, NFL, MASH, etc) or do fake versions of famous shows/organizations?

 

I think either one would really do. To me, it comes down to more if you feel like going through the trouble of creating all those names and stuff

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i have never played on these mods what are they about?

 

The game starts with one promotion and a handful of workers. From there the world will populate itself with workers (I've set promotions to open up through years). It is literally a new game every time you play.

 

You start at the beginning of wrestling and make the world however you want or watch it grow.

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So I now have 66 training schools in the database. Of that, 57 are all male, 9 all female. 6 don't open until 1925, 3 until 1930, and 1 in 1940. Below is how that breaks out per year.

 

648 a year all male beginning immediately.

72 a year all female beginning 1925.

684 a year all male beginning 1930.

84 a year all female beginning 1940.

 

By 1930 you are looking at 6,480 men gens and 360 female gens.

 

That is probably way too high and should be dialed back. But by how much?

 

For comparison, in 2016 on high there were only 134 active wrestlers (including the originals) after two years of simming. On extremely high it was 136 in the first year.

 

If I cut down the all male facilities to have 2 graduates a year that would give the following:

 

108 a year all male beginning immediately.

72 a year all female beginning 1925.

114 a year all male beginning 1930.

84 a year all female beginning 1940.

 

By 1930 you are looking at 1,080 men gens and 360 female gens. That seems a bit more reasonable. By 1960 you would have about 3,500 male and 3,100 women. Could be more if people retire and start their own. Could still knock the women down a bit.

 

I'd probably err on the conservative side, so that people who want to load up the game can just use the quick fill if they want to beef it up. Thoughts?

 

Additionally I can put close dates on these generic training facilities. So that is an option.

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I suspect most people using your mod run it forward multiple years before jumping in, in which case the latter approach with less workers is probably the right one from a populating a world and game speed pov.

 

However until we know how the game deals with the volume I doubt you can make a final decision.

 

I.e in 2016 by the 1970s my watcher game was taking ages to move 1 day fwd.

 

If the number of workers, biographies and relationships has less impact on process speed than before then it would be cool to go with higher worker numbers to really flesh out a games history.

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