Here's a suggestion: make each of the land pixels have an agriculture value. If the agriculture is high, it will increase the reproduction rate of a colony. If agriculture is low, reproduction will be slower. I think this can theoretically create deserts where not many people can survive and capital cities with a lot of individuals.
i know this is from 2 years ago but maybe have a randomly generated perlin noise thing, and it turns land greener/tanner, the more tan it is the more deserty and reproduction is slower and also traveling is
@@kamm6001 also make inhabited land spaces become more agricultural up to a max limit above the starting point, and Make it become more desolate when people fight on or near that spot
A wild Filing cabinet What politics? I’m talking about the cells.. Can’t even talk about a simulation idea without people hating on you and brining up real works politics. Jesus man
would be really cool that if a colony is taking over a whole continent it has a slim chance of fracturing into multiples colonies keeping the simulation going...
Wow, that's a neat system ! I'd love a part 2 with more stuff added ! I mean, it's satisfying enough to see a colony take over a whole continent but the "strong enough people can swim" rule can make it even more satisfying by having a colony take over the world AND kill the smaller colonies that think they're safe on their isolated island ! =D Also I saw a clever idea in the comments : sometimes a person could start a revolution in their colony under certain circumstances, but I saw you reply to that one so you know the stuff. Also, I'd love it if there were more things that could be edited in the configuration, such as the average number of people per starting colony, maybe the overall speed (by changing the length between years), maybe also some console commands that would allow you to kill an entire colony, or increase/decrease the strength of every member of a colony by a certain number, things like that. But the simulation is already cool and I'm jealous. =D
You're welcome ! Also I was thinking about something. There might be an oversaturation of swimming people from stronger colonies (which could make it almost too easy to invade islands and isolated continents with their low average strength) so I thought about a rule like "for every year spent swimming, the colony members see their strength decrease by one. If it reaches a certain threshold (can be a configurable pre-determined constant or a calculation based on the average strength of the colony), then they'll drown." Do you think this could work ?
Wow... looks like something like this would make a good smoke generator...? The way different colonies ripple through eachother looks like a cool effect.
Just subscribed. This is really awesome.. One idea would be to give each colony unique characteristics such as aggression, creativity, resilience etc, and watch them duke it out.. oh wait, been playing too much Civ4 lately
How dare you do the work of the almighty. All those tiny people on your computer screen are now riddled with disease because you think you are GOD. This is BLASPHEMY!!1
This is so awesome! It's videos like this that make me want to program! I am currently trying to learn C++ and C#. Thank you so much for the awesome video and inspiration!
@@jimhalpert9803 Im in college now, did a lot with C#, had to do a lot of Java for computer science classes and I'm now finding a new passion in Database.
this isn’t technically cellular automata, at least, not the deterministic kind. there is a concept of “move randomly” in this, a deterministic cellular automaton would think “this is beside me, therefore i turn into this” it’s a cool concept though, great job
i found something super interesting about this program! if you take two equally large areas and connect them through a small passage way, spawn only two colonies so that one spawns in each area, the simulation will go on forever.
Really cool project. I'm playing around with the simulation now, and noticed one kind of weird pathology. Regardless of the settings, you generally get "roving bands" of abnormally strong groups (~5000 pop, Avr Str ~420) walking virtually unopposed through a larger but weaker dominant force on the landmass (~120k pop, Avr Str ~280). These little bands seems to kill each other then they meet, and often just eventually run into the coast and die. I'm aware this is still under development and may change in future versions. Again, really cool project. You might find the work of Cederman on ABM in International Relations interesting.
Wow! Way more impressive than the ants and antlions sim I had to do in college. It'd be kinda cool if our last project was "make a world-life simulation any way you want"
I have a suggestion for a game, however this is a long one. This is a direct copy and paste from an idea I had a while back. It's probably going to take a while to make, and since I don't know coding yet, I decided to suggest it for you. It's a bit long so bear with me on that; First Person Shooter Wild West Theme Small town 10 buildings? 6 randomly generated in location, one bank, 1-2 bars, 3-4 shops, others are decorative and non important. Graphics: 2d(could be 3d but would take longer) top down perspective, simple. Town Design: Shops, Bar, Bank are able to be entered, other buildings are decorative. Goals: Game ends when everything in the town is robbed or Robber is arrested by Sheriff Robber: Starts in hidden cellar, random spawn in map, only available to robber. Items are a lockpicking set 10 uses, allows robber to hide in a house 1 min maximum, and a pistol Sheriff: Starts in bar, has a pistol and cuffs, can either cuff or shoot robber. Cuff is instant win, shooting requires shooting robber 3-4 times.
I would LOVE to see a part 2 of this, i feel that giving a food value would also be important. Make parts of the world where food grows more abundantly and add in a food value requiring that for a new population x amount of food is required, the food would be collected as a person walks over a food tile and either have it be shared by a global variable for each colony or per each person. a new ailment you could add is something that makes a person require more food. though i think that there should also be an immunity variable per person as the straight 50% chance seems a little simple at best.
In my first game none of the islands started off with colonies on them so they never got inhabited. I think after A certain amount of time or some other trigger the colonies can "invent boats" and start travelling across the small distances of ocean, but only small amounts of people at a time and if they find an enemy they continue to send more and more people until they rule the island of the island send people to their mainland and take them over. It would also be interesting if there were revolutions so that once a colony owned a isolated piece of land they wouldn't always own it no matter what, another colony could pop up and try taking it over. Then in my second game one colony started on an extremely small island and stayed there for the entire game. Also no one spawned on north/south america so the only populated continents were europe, asia, africa, and australia. and none of the islands got populated except that one which has a population of 40 and a strength of 45. I'm not criticizing your game I think it's great. I'm just giving you some suggestions on how to make it even better.
I didn't fully see how it works, but when you iterate over all the pixels, how do you make sure to not take into account previously changed pixels? Say 0,0 moves to 0,1, but your next check is 0,1, which has been changed just in the last step. Other differently asked, do you create any biases by iterating top to bottom, left to right or do you get the same results if you'd reverse it (bottom to top, right to left)? Quite a neat project! Too bad video compression doesn't like it as much.
Changes are saved into a new vector, which is then std::move 'd back into the main one. Iteration direction is random. Sometimes it will go top to bottom, sometimes bottom top lop, left to right, right to left etc Thanks! and yeah it is shame about the compression :(
perhaps iterate in a more random fashion? I could clearly see the patterns of how the data is being processed. (i.e. the result is not circular). i.e. array of all pixel indices (0 to w*h -1) - randomize array, then iterate with the randomized... for each frame...
Nice! Here's some suggestions for you: *Civil War* Not everyone is going to be that faithful to their country. You could make it so that a person has a 1% chance of starting revolution. Thus, gigantic empires which are unmatched won't form, and isolated lands won't develop tiny strength values. *Resources* _Food_ would increase strength. _Wood_ would allow people to build shelters and boats. Both would be randomly spawned around the world, and spawn every 5-10 seconds *Shelters and Boats* _Shelters_ would range from teepees to houses to buildings. They would reduce the likelihood of disease. _Boats_ would allow movement across waters. Hopefully you read this and take this into consideration! 😀
Very interesting! What about peace? I mean the system could easily be changed, so that war causes a lot of death and not only for the people at the borders. Then it could be more valuable for colonies to stay in harmorny with some other colonies, rather than loosing thousands of people in a constant war. Also I would make it so that colonies are claming land. That means a pixel is for instance red, if there is a person and light red, if there is no person, but this pixel was claimed by the red colony (because it is inside the borders).
Very cool! It's not strictly a cellular automaton, though. With cellular automata, each cell has one of a finite number of states that for each generation is dependent on a neighborhood of that cell in the previous generation. So you can know given only a cell's current state and the states of it's neighborhood what state it will have in the next generation, and you never need to model the individual behavior of agents. This looks more like a large scale multi-agent system or maybe even a fluid dynamics simulation. Reminds me of the fire graphics effects of yore.
Very nice! Add straights between continents and islands (Like 1 pixel bridges) so it is possible to conquer the world! Also I don't like the disease thing, in the last clip you showed us, yellow looked almost nomadic and it is very weird! Good job tho!
Few small things: Hide dead Colonies, add that too large Colonies get some debuffs(longer to reproduce/get stronger more slowly or so), so it becomes easier for multiple colonies to stay alive next to each other.
I love the way there are like waves coming out across Eurasia and Africa. Easy to imagine them as Mongols or Huns or something washing over agrarian communities
Yes make this more complex, this seems like a really great idea, add things like, people swimming, rebelions and maybe add a wepons system, boosting the strenght of a colony, but without any add-ons its already amazing
This is really awesome! I think you should try to add stuff to it, like boats, science discoveries (including the boats?) to make more difference between the civs. Maybe add reasons for a civ to attack another, so that they won't just attack any neighbour. But I think the most important thing is boats, because there are a lot of un-used lands right now.
You should have added something similar to those ant simulations for crossing bodies of water. Imagine every so often there's a chance of a sailor spawning and they follow the same routes across the ocean.
you should make the colony id to be a float and to let it change (slowly) via mutations, thus a colony could split into two. a cell would consider someone to be an ennemi if the colony id is too different from his. this will let the things evolve even after conquering a hole continent
yea when i programmed something similar i used a bell curve for the childs "mutation" (mine was iq but same thing") that way it was more likely to be similar to the parents and less likely to be high or low anyways fun video.
Super rad! This simulation is actually surprisingly insightful. Have you considered recording statistics? Also, it'd be cool if you added a click event that wiped out everything within a certain radius, or a random natural disaster effect that did this automatically. I agree with some of the commenters; that there should be a random chance for people to spontaneously change colors. Potentially scaled with strength value?
Hey, absolutely loved this video! If you are looking for a idea for a next video I might have one for you; risk. I think the easiest way of making one is by copying the version on 4chan, were a random number equals the amount of turns, doubles, triples and quads giving you a bonus. By paying some of these turns you can get a upgrade or by capturing more tiles you can get a upgrade. It's really interesting and fun to play, sadly the risk scene is kind of dead, though I really suggest you trying to play it for once, or twice when you can. You can find it on /bant/ as most other boards have banned it. Good luck.
Awesome. Maybe you could calculate a center (coordinate) of each colony as it developes.. the further it is from the center, the higher health penalty or something.. that way there would be no patches all over the place. Also, you could add a slight chance of two persons from different colonies meet, that they too can have a baby that would resoult in a new color combination. Eventually once there is enough of people with that color, you could add a new colony to your colony array. .. just thinking
"Races" change and merge over time though; they don't expand, run up against each other, and halt. They also like mixing a lot, and your map lacks boat travel and mountain barriers.
A lot of people are talking about boats... I think the best way for that to work would be a similar mechanism to the mutation but with the colony itself that allows some people (again, randomly defined) to move on water. Implementing this might involve making them not age when on water or making them move faster or only be able to move in one direction. Another thing that might be interesting would be including resources for civilisations to compete over, or maybe even eventually drain and then trade, although I'm not going to seriously ask you to program your cells to build economies and stuff.
I think you could also create mountains and deserts which are more difficult and arduous to traverse, maybe making people die slightly earlier, or making them move slower and reproduce less. Also, maybe each round a civilization has a low chance of developing better weapons or travel making their strength higher and moving faster.
If you consider making a part two, I think you should add the probability of a civil war developing among a race, thus causing the race to split apart and start fighting. I also think that you could make it such that people with very high strength can build boats and travel to continents
Personally, I think a neat feature would be land value. Specifically rivers and mountains. Say something like river locations give the population there a strength boost, while mountains give a significant strength loss.
This is a very cool simulation. Yku should make them build cities of there is a large enough population.. Roads and shit.. Boats to get across bodies of water. I could watch you simulate and tweek values all day long. Very cool.
There is a lot which could be done with this: 1. The strength difference is a little silly, perhaps the higher the strength the higher the probability of a negative mutation? Selective pressure would still ensure civilisations who are at war more regularly would be stronger than civilisations which aren't, just not by 2 orders of magnitude! 2. Civil war as ComteJaner suggested, you could have list of colours and new civilisations pick a colour which isn't already in use. 3. Travel by ship. Maybe give people next to water a 1 in 100 chance of going by ship to another land mass. Make them move half as slowly and have the max travel distance proportional to strength and have the journey weaken them.
it would also be interesting if when a giant colony is being attacked it sends its strongest people to deal with the other colony instead of letting the weaker people deal with it.
You should make a mountain texture that grants an attack penalty/defense buff that makes mountains really good to hold onto, making nations have a stronger survival chance and giving them better separation and whatnot
cool =D i bet you could add lakes and water, mountains and modify the survival rates for various biomes :thinking: maybe have colonies develop culture and overcome various biomes =P it looks great
Add biomes with different temperatures, and have a mutating "temperature" value for each person that shows what temperature they are most used to. If someone, for example has a "temperature" value of 20, then they would be used to cold biomes, but would suffer in hot biomes.
It would be interesting to have a developing 'intelligence' factor to colonies so that once the 'intelligence' value was at a certain level they could go across oceans (because intelligent colonies could invent boats to travel). And it could have some other effects, perhaps colonies could get 'cures' from diseases too. That would be interesting to see.
It would be cool if you could modernize the map and ferry routes to make colonies jump continents. For that to be a good idea you would probably have to make a penalty for traveling, like for example make traveling weaken colonies (because of weather conditions in the ocean and limited food supply etc). you'd probably also have to make the routes one way tough so you wont have stoppage in the paths. Also one thing that came to mind. If you make the paths just like grass. That would mean that only one colony could occupy at the time which also would make a stoppage, because the colony would only pass trough in a single file. I think you would have to make colonies travel there in one step/turn if that make sense.
I am very curious what additions could be made to this! Perhaps have the colonies able to travel the oceans so the colonies that are too safe would be able to be taken over by stronger colonies. And as said elsewhere in the comment sections, perhaps make it so extremely large colonies could be broken apart by civil war.
Cool thing to add to this: Make it so the land bridge between Alaska and Russia exists (I know you would have to do a lot more with the code to get the people to move from one side of the image to the other, but I think it would be really cool to see how it affects the simulation)
>(I know you would have to do a lot more with the code to get the people to move from one side of the image to the other, but I think it would be really cool to see how it affects the simulation) I already have support for this and it was literally 4 lines of code :P
In some of the unfinished versions the colors are a lot more solid and that would be nice to see in the finished version so it's easier to see whats going on, and also to avoid RUclips compression.
You could make it so there's a random chance of a cell turning into a new colony, and if the revolution is successful (meaning that the cell is srong enough) then a new country is created
damn didnt know youtube actually recommends somthing good these days
lmao right
I'm so happy i found this!
They always have, It's just more fun to complain and bitch about stuff (same old :\).
only if knows you deserve it! ;p aka you search for interesting stuff.
i did this too. perhaps you will find this interesting:
ruclips.net/video/4TjJjqYQj-g/видео.html
Here's a suggestion: make each of the land pixels have an agriculture value. If the agriculture is high, it will increase the reproduction rate of a colony. If agriculture is low, reproduction will be slower. I think this can theoretically create deserts where not many people can survive and capital cities with a lot of individuals.
Good idea!
They should have militaristic and wealth variables as well, and land should have random value
and the value should be determined using perlin noise not randomizer, because the adjacent lands should have nearly the same agriculture value.
i know this is from 2 years ago but
maybe have a randomly generated perlin noise thing, and it turns land greener/tanner, the more tan it is the more deserty and reproduction is slower and also traveling is
@@kamm6001 also make inhabited land spaces become more agricultural up to a max limit above the starting point, and
Make it become more desolate when people fight on or near that spot
Extremely interesting, I ran the game for about 6,000 years.
noice
So... How is living in the 9th millennium?
This has lots of potential! Please do more to add on to this!
Joseph ?
ThreadSnakeGaming he is saying someone in Reddit or an entire sub Reddit will add a shit ton of stuff to the program.
What if after some time a colony could send out a couple people on a ship so they can control other continents and islands?
I also had an idea like this so they can make boats and stuff like that I hope he finds your comment
And peace treats and threats that would make wars that would decimate lot of those cells.
Melvin fuck off, no one wants your political bullshit here
@@Melvin420x12 nobody wants you here
A wild Filing cabinet What politics? I’m talking about the cells.. Can’t even talk about a simulation idea without people hating on you and brining up real works politics. Jesus man
would be really cool that if a colony is taking over a whole continent it has a slim chance of fracturing into multiples colonies keeping the simulation going...
like china?
"child.isDiseased"
this is code would be kind of hard to explain to someone
What? Child.isDiseased.
not really
the naming convention is good in programming, but from a medical perspective it would be poor bed side manner
Wow, that's a neat system ! I'd love a part 2 with more stuff added ! I mean, it's satisfying enough to see a colony take over a whole continent but the "strong enough people can swim" rule can make it even more satisfying by having a colony take over the world AND kill the smaller colonies that think they're safe on their isolated island ! =D
Also I saw a clever idea in the comments : sometimes a person could start a revolution in their colony under certain circumstances, but I saw you reply to that one so you know the stuff.
Also, I'd love it if there were more things that could be edited in the configuration, such as the average number of people per starting colony, maybe the overall speed (by changing the length between years), maybe also some console commands that would allow you to kill an entire colony, or increase/decrease the strength of every member of a colony by a certain number, things like that. But the simulation is already cool and I'm jealous. =D
Good ideas!
Thanks :)
You're welcome ! Also I was thinking about something. There might be an oversaturation of swimming people from stronger colonies (which could make it almost too easy to invade islands and isolated continents with their low average strength) so I thought about a rule like "for every year spent swimming, the colony members see their strength decrease by one. If it reaches a certain threshold (can be a configurable pre-determined constant or a calculation based on the average strength of the colony), then they'll drown." Do you think this could work ?
Ah yeah, that is good :)
I think colonies should build boats based on how high their strength rather than swimming.
Wow... looks like something like this would make a good smoke generator...? The way different colonies ripple through eachother looks like a cool effect.
Just subscribed. This is really awesome.. One idea would be to give each colony unique characteristics such as aggression, creativity, resilience etc, and watch them duke it out.. oh wait, been playing too much Civ4 lately
How dare you do the work of the almighty. All those tiny people on your computer screen are now riddled with disease because you think you are GOD. This is BLASPHEMY!!1
DEE JAY REE DOO, he doesn't think he's a god. He IS a god.
God is lazy so Hopson he did what he can do ;)
The NuggetBacon I see u everywhere (especially 2b2t videos)
Its a game
@@genericusername4206 *The oldest anarchy server iN MiN eCr af t*
That dragon quest music :D
Honestly it was such a nostalgic experience
This is so awesome!
It's videos like this that make me want to program!
I am currently trying to learn C++ and C#.
Thank you so much for the awesome video and inspiration!
How you doing?
@@jimhalpert9803 Im in college now, did a lot with C#, had to do a lot of Java for computer science classes and I'm now finding a new passion in Database.
Dude the DK soundtrack.... You are a god
drift king? donkey kong? danya kashin?
@Kitulous It’s « Stickerbush Symphony » from Donkey Kong Country 2: Diddy’s Kong Quest
I don't understand anything in these but I somehow enjoy these videos, probably because i like seeing people doing great things.
this isn’t technically cellular automata, at least, not the deterministic kind.
there is a concept of “move randomly” in this, a deterministic cellular automaton would think “this is beside me, therefore i turn into this”
it’s a cool concept though, great job
If the randomness is seeded, then surely it's deterministic.
@@johnjackson9767 but it’s not cellular by neighbors
i found something super interesting about this program! if you take two equally large areas and connect them through a small passage way, spawn only two colonies so that one spawns in each area, the simulation will go on forever.
Please keep doing more automaton vids! I'm pretty sure I'm not the only who likes them lol. Keep up the good work!!!
Really cool project. I'm playing around with the simulation now, and noticed one kind of weird pathology. Regardless of the settings, you generally get "roving bands" of abnormally strong groups (~5000 pop, Avr Str ~420) walking virtually unopposed through a larger but weaker dominant force on the landmass (~120k pop, Avr Str ~280).
These little bands seems to kill each other then they meet, and often just eventually run into the coast and die.
I'm aware this is still under development and may change in future versions. Again, really cool project. You might find the work of Cederman on ABM in International Relations interesting.
Ha... i know nothing about C++
Neither do i, i really want to learn it eventually tho.
Meh C# master race
Daniel Wikes
Pretty sure C++ is master race.
C++ master race
C masterrace :P - Made my one
Wow! Way more impressive than the ants and antlions sim I had to do in college. It'd be kinda cool if our last project was "make a world-life simulation any way you want"
I have a suggestion for a game, however this is a long one.
This is a direct copy and paste from an idea I had a while back. It's probably going to take a while to make, and since I don't know coding yet, I decided to suggest it for you.
It's a bit long so bear with me on that;
First Person Shooter
Wild West Theme
Small town 10 buildings? 6 randomly generated in location, one bank, 1-2 bars, 3-4 shops, others are decorative and non important.
Graphics: 2d(could be 3d but would take longer) top down perspective, simple.
Town Design: Shops, Bar, Bank are able to be entered, other buildings are decorative.
Goals:
Game ends when everything in the town is robbed or Robber is arrested by Sheriff
Robber: Starts in hidden cellar, random spawn in map, only available to robber. Items are a lockpicking set 10 uses, allows robber to hide in a house 1 min maximum, and a pistol
Sheriff: Starts in bar, has a pistol and cuffs, can either cuff or shoot robber. Cuff is instant win, shooting requires shooting robber 3-4 times.
Paint.net master race
Microsoft paint master race!!!!11
SpiderArtMC bad paint master race for those of us who cant art
with the mods you can get you can do anything
@Rajmund Csombordi mario paint master race
paint.net master race
I would LOVE to see a part 2 of this, i feel that giving a food value would also be important. Make parts of the world where food grows more abundantly and add in a food value requiring that for a new population x amount of food is required, the food would be collected as a person walks over a food tile and either have it be shared by a global variable for each colony or per each person. a new ailment you could add is something that makes a person require more food. though i think that there should also be an immunity variable per person as the straight 50% chance seems a little simple at best.
I like the migrating hordes in the last one there, that's pretty cool looking.
In my first game none of the islands started off with colonies on them so they never got inhabited. I think after A certain amount of time or some other trigger the colonies can "invent boats" and start travelling across the small distances of ocean, but only small amounts of people at a time and if they find an enemy they continue to send more and more people until they rule the island of the island send people to their mainland and take them over. It would also be interesting if there were revolutions so that once a colony owned a isolated piece of land they wouldn't always own it no matter what, another colony could pop up and try taking it over. Then in my second game one colony started on an extremely small island and stayed there for the entire game. Also no one spawned on north/south america so the only populated continents were europe, asia, africa, and australia. and none of the islands got populated except that one which has a population of 40 and a strength of 45. I'm not criticizing your game I think it's great. I'm just giving you some suggestions on how to make it even better.
A part two would indeed be greatly appreciated
I didn't fully see how it works, but when you iterate over all the pixels, how do you make sure to not take into account previously changed pixels? Say 0,0 moves to 0,1, but your next check is 0,1, which has been changed just in the last step. Other differently asked, do you create any biases by iterating top to bottom, left to right or do you get the same results if you'd reverse it (bottom to top, right to left)?
Quite a neat project! Too bad video compression doesn't like it as much.
Changes are saved into a new vector, which is then std::move 'd back into the main one.
Iteration direction is random. Sometimes it will go top to bottom, sometimes bottom top lop, left to right, right to left etc
Thanks! and yeah it is shame about the compression :(
Ah, I see!
perhaps iterate in a more random fashion? I could clearly see the patterns of how the data is being processed. (i.e. the result is not circular). i.e. array of all pixel indices (0 to w*h -1) - randomize array, then iterate with the randomized... for each frame...
Nice! Here's some suggestions for you:
*Civil War*
Not everyone is going to be that faithful to their country. You could make it so that a person has a 1% chance of starting revolution. Thus, gigantic empires which are unmatched won't form, and isolated lands won't develop tiny strength values.
*Resources*
_Food_ would increase strength.
_Wood_ would allow people to build shelters and boats.
Both would be randomly spawned around the world, and spawn every 5-10 seconds
*Shelters and Boats*
_Shelters_ would range from teepees to houses to buildings. They would reduce the likelihood of disease.
_Boats_ would allow movement across waters.
Hopefully you read this and take this into consideration! 😀
I like the background music :D
Good work :thumb_up:
What is it
It reminds me of the Dragon Quest OST, but I could be wrong
^ You're right.
Smoke Weeb Every Day so you know which song?
um one of the songs is The Sun Gathering Village
This is oddly hypnotizing.. I"ve been staring at this program for half an hour.
I started learning C sharp I think like a month ago,and I watched like 2of 20 videos and I quited but now I will try it agin,due to you!
Very interesting! What about peace? I mean the system could easily be changed, so that war causes a lot of death and not only for the people at the borders. Then it could be more valuable for colonies to stay in harmorny with some other colonies, rather than loosing thousands of people in a constant war. Also I would make it so that colonies are claming land. That means a pixel is for instance red, if there is a person and light red, if there is no person, but this pixel was claimed by the red colony (because it is inside the borders).
Very cool! It's not strictly a cellular automaton, though. With cellular automata, each cell has one of a finite number of states that for each generation is dependent on a neighborhood of that cell in the previous generation. So you can know given only a cell's current state and the states of it's neighborhood what state it will have in the next generation, and you never need to model the individual behavior of agents. This looks more like a large scale multi-agent system or maybe even a fluid dynamics simulation. Reminds me of the fire graphics effects of yore.
The last simulation with the high eurasia-africa strength and the low americas strength is a good metaphor
Very nice! I'm going to write a Langton's ant example in Javascript now. Keep up the great videos!
Very nice! Add straights between continents and islands (Like 1 pixel bridges) so it is possible to conquer the world! Also I don't like the disease thing, in the last clip you showed us, yellow looked almost nomadic and it is very weird! Good job tho!
The project looks great! I would love to see part two.
So cool :o. I really love your videos, man. Keep up the good work.
Few small things: Hide dead Colonies, add that too large Colonies get some debuffs(longer to reproduce/get stronger more slowly or so), so it becomes easier for multiple colonies to stay alive next to each other.
I love the way there are like waves coming out across Eurasia and Africa. Easy to imagine them as Mongols or Huns or something washing over agrarian communities
Wow, the evolution thing that occurred was actually amazing
Yes make this more complex, this seems like a really great idea, add things like, people swimming, rebelions and maybe add a wepons system, boosting the strenght of a colony, but without any add-ons its already amazing
Omg the Dragon Quest IX music brought back so many memories
This is really awesome!
I think you should try to add stuff to it, like boats, science discoveries (including the boats?) to make more difference between the civs. Maybe add reasons for a civ to attack another, so that they won't just attack any neighbour. But I think the most important thing is boats, because there are a lot of un-used lands right now.
You should have added something similar to those ant simulations for crossing bodies of water. Imagine every so often there's a chance of a sailor spawning and they follow the same routes across the ocean.
this is amazing make it editable easy and more complicated and this will be the best game i've ever seen
you should make the colony id to be a float and to let it change (slowly) via mutations, thus a colony could split into two.
a cell would consider someone to be an ennemi if the colony id is too different from his.
this will let the things evolve even after conquering a hole continent
I love this video because it's really interesting and I love the music choices
Man the dragonquest music choked me up with nostalgia
yea when i programmed something similar i used a bell curve for the childs "mutation" (mine was iq but same thing") that way it was more likely to be similar to the parents and less likely to be high or low anyways fun video.
That's actually pretty clever :)
This is a really interesting project!
Super rad! This simulation is actually surprisingly insightful. Have you considered recording statistics? Also, it'd be cool if you added a click event that wiped out everything within a certain radius, or a random natural disaster effect that did this automatically. I agree with some of the commenters; that there should be a random chance for people to spontaneously change colors. Potentially scaled with strength value?
Please make a part 2! I wish this video was a year old so I could immediately go to it!
Hey, absolutely loved this video!
If you are looking for a idea for a next video I might have one for you; risk. I think the easiest way of making one is by copying the version on 4chan, were a random number equals the amount of turns, doubles, triples and quads giving you a bonus. By paying some of these turns you can get a upgrade or by capturing more tiles you can get a upgrade.
It's really interesting and fun to play, sadly the risk scene is kind of dead, though I really suggest you trying to play it for once, or twice when you can. You can find it on /bant/ as most other boards have banned it.
Good luck.
I really appreciate the Dragon Quest music
Awesome. Maybe you could calculate a center (coordinate) of each colony as it developes.. the further it is from the center, the higher health penalty or something.. that way there would be no patches all over the place. Also, you could add a slight chance of two persons from different colonies meet, that they too can have a baby that would resoult in a new color combination. Eventually once there is enough of people with that color, you could add a new colony to your colony array. .. just thinking
"Races" change and merge over time though; they don't expand, run up against each other, and halt. They also like mixing a lot, and your map lacks boat travel and mountain barriers.
when a guy in his spare time replicates human history statistically
Nicely done. I'd add a few sliders to let you dynamically control the values.
A lot of people are talking about boats... I think the best way for that to work would be a similar mechanism to the mutation but with the colony itself that allows some people (again, randomly defined) to move on water. Implementing this might involve making them not age when on water or making them move faster or only be able to move in one direction.
Another thing that might be interesting would be including resources for civilisations to compete over, or maybe even eventually drain and then trade, although I'm not going to seriously ask you to program your cells to build economies and stuff.
I think you could also create mountains and deserts which are more difficult and arduous to traverse, maybe making people die slightly earlier, or making them move slower and reproduce less.
Also, maybe each round a civilization has a low chance of developing better weapons or travel making their strength higher and moving faster.
I love your videos, you have some really cool ideas with awesome implementation.
If you consider making a part two, I think you should add the probability of a civil war developing among a race, thus causing the race to split apart and start fighting. I also think that you could make it such that people with very high strength can build boats and travel to continents
awesome video! woulda been cool if people could go over see's somehow, but their chance of death increased or something
Personally, I think a neat feature would be land value. Specifically rivers and mountains.
Say something like river locations give the population there a strength boost, while mountains give a significant strength loss.
Nice choice of background music.
This is a very cool simulation. Yku should make them build cities of there is a large enough population.. Roads and shit.. Boats to get across bodies of water. I could watch you simulate and tweek values all day long. Very cool.
Furness Prime dwarf fortress, get it
Terraria Heaven I agree so much with that statement. That's the only thing from really getting into it.
i love how you use dragon quest 9 for your background music! Has some of my favourite VGM tracks..
There is a lot which could be done with this:
1. The strength difference is a little silly, perhaps the higher the strength the higher the probability of a negative mutation? Selective pressure would still ensure civilisations who are at war more regularly would be stronger than civilisations which aren't, just not by 2 orders of magnitude!
2. Civil war as ComteJaner suggested, you could have list of colours and new civilisations pick a colour which isn't already in use.
3. Travel by ship. Maybe give people next to water a 1 in 100 chance of going by ship to another land mass. Make them move half as slowly and have the max travel distance proportional to strength and have the journey weaken them.
Next video you should try to make a Langton's Ant automaton! The rules can be found online. Love your videos, btw :)
it would also be interesting if when a giant colony is being attacked it sends its strongest people to deal with the other colony instead of letting the weaker people deal with it.
add morality, technology, work ethics and weather conditions
You should make a mountain texture that grants an attack penalty/defense buff that makes mountains really good to hold onto, making nations have a stronger survival chance and giving them better separation and whatnot
Loved the cave story BGM!
did you ever think about making neural network videos?
star of duty this would be soooo nice. I hope he will do this 👍🏻
SchuchtiLP thanks
This might be to taxing on a pc to incorporate NNs but on a small scale it might be awesome
It's call seeing waves of disease sweeping the different nations, much like waves !
Out of nowhere youtube recommended this. All hail youtube randomly awarding views to random videos!
Love that you used the dragonquest soundtrack.
So a thinking Df legends viewer, cool!
great video! I suggest adding terrains like mountains where fighting and moving will be very very slow.
cool =D i bet you could add lakes and water, mountains and modify the survival rates for various biomes :thinking: maybe have colonies develop culture and overcome various biomes =P
it looks great
Add biomes with different temperatures, and have a mutating "temperature" value for each person that shows what temperature they are most used to. If someone, for example has a "temperature" value of 20, then they would be used to cold biomes, but would suffer in hot biomes.
It would be interesting to have a developing 'intelligence' factor to colonies so that once the 'intelligence' value was at a certain level they could go across oceans (because intelligent colonies could invent boats to travel). And it could have some other effects, perhaps colonies could get 'cures' from diseases too. That would be interesting to see.
Plot twist: Hopson: The world is just a simulation. I programmed it
HOLY FUCK THAT DRAGON QUEST MUSIC MADE ME SPAZ OUT THAT SHIT WAS MY GAME FUCK YEAH
I LOVE YOU
The different colonies should be intertwined. It looks right.
Love it. You got yourself a new subscriber
It would be cool if you could modernize the map and ferry routes to make colonies jump continents. For that to be a good idea you would probably have to make a penalty for traveling, like for example make traveling weaken colonies (because of weather conditions in the ocean and limited food supply etc). you'd probably also have to make the routes one way tough so you wont have stoppage in the paths.
Also one thing that came to mind. If you make the paths just like grass. That would mean that only one colony could occupy at the time which also would make a stoppage, because the colony would only pass trough in a single file.
I think you would have to make colonies travel there in one step/turn if that make sense.
I am very curious what additions could be made to this! Perhaps have the colonies able to travel the oceans so the colonies that are too safe would be able to be taken over by stronger colonies. And as said elsewhere in the comment sections, perhaps make it so extremely large colonies could be broken apart by civil war.
Cool thing to add to this: Make it so the land bridge between Alaska and Russia exists (I know you would have to do a lot more with the code to get the people to move from one side of the image to the other, but I think it would be really cool to see how it affects the simulation)
>(I know you would have to do a lot more with the code to get the people
to move from one side of the image to the other, but I think it would be
really cool to see how it affects the simulation)
I already have support for this and it was literally 4 lines of code :P
You should definitely continue this! Maybe you could implement boats, or as you said, if the strength is high enough they can swim across oceans.
Oh so this is how the earth was built
the dragon quest music made my day
In some of the unfinished versions the colors are a lot more solid and that would be nice to see in the finished version so it's easier to see whats going on, and also to avoid RUclips compression.
nice Bramble Blast background music!
You could make it so there's a random chance of a cell turning into a new colony, and if the revolution is successful (meaning that the cell is srong enough) then a new country is created
The wave pattern in the last couples clips was interesting. I wonder why the simulation creates that.
Wow I REALLY like the concept ! I was searching to something like this =)
Now for technologies that could provide modifiers to strength, age, whatever, and tactics to improve skill in combat