I was thinking about connectivity and expressiveness in base-building games, and how hour-to-hour sim changes things.

Games like DF have very disconnected elements. A tailor workshop takes random textiles from a stockpile and dumps random clothes into a stockpile.

The constraints are topological: is there power reaching here? Is it indoors? What do workers and invaders have to path through to reach it?

This is because the core of those games is how little folks move around a tile map.

The frame-to-frame sim makes pathing critical, so obviously that is what the facilities consider and what matters to them.

The people living in that place live their lives by pathing around, so obviously a big part of how their life is expressed and influenced is shared and molded by the functional facility elements.

If we simulate hour-to-hour instead, how people path is no longer the main concern. This means the facilities no longer are concerned with pathing, either.

But what replaces it?

We could go for supply chains, something like a factory game instead of a base-builder.

But does a person's life feel different depending on whether they take 8 hours to make pants from cotton, or whether they take 8 hours split among five different intermediate activities to make pants?

DF has moderately complex supply chains because it is A) really old and B) intended to host dozens or even hundreds of people.

So sure, if you want purple pants there's a weaver and a button-maker and a dyer and a seamstress and a tailor and a guy that counts pants-

Because those are all DIFFERENT FOLKS, and their combined lives are very different than if they were all simply "turn cotton into whatever clothes" workers.

But are their lives expressed well?

While I'm not against having hundreds or thousands or billions of people rambling around a base-building game, it's clear their life stories cannot all be told.

So how do we determine whose lives take the spotlight, and what happens to those that don't?

The answers are: we ask the player, and nothing.

We cannot meaningfully tell the player the story of every person involved in getting each person their pair of pants, and even if we could, why would we bother? It's unfocused and disjointed.

It would make more sense to tell the story of ONE person involved in that chain, and their friends and family.

Whether it's the button-maker or the tailor or the lady that sells them off the back of her truck for suspiciously discounted prices, THEIR life story can be interesting and unfold.

But then the other half of that question rears its ugly head:

What does your base building have to do with their lives?

Is is meaningful to build a base that can manufacture pants? Is it meaningful to make it a 200-person facility that goes from cotton to slacks with no slack? Vertically integrated pants?

Well... what kind of lives does that create? What lifestyles, what social pressures? How do the people feel about being there? How do they feel about your pants, too, I guess?

Most such games, the pants are the end product.

In DF or Rimworld or whatever, you have a stockpile of pants and shirts and socks and shoes and whatever because "people demand it" and maybe, just maybe, "people don't like dying in the cold weather". But it's just a toggle: "if we have pants, we don't complain."

Trying to add additional complexity makes it extremely annoying.

Rimworld has rules where if people wear their favorite color, they get a mood boost. Nobody has ever used it.

So we really have three story opportunities here, only one of which sees light in current games:

1) No pants? Activate the complaining routine. We express our dislike of dingle-dongles swingin' free!

2) Get pants? Classically, just disable that complaining. However we can actually use choice and customization of pants as a form of expression and outreach.

3) Making pants? How does pants manufacturing lifestyle differ from, say, farming? Or programming?

If we assume the people in our facility are there to express our successes and failures and choice of direction in facility construction, personal stories about HAVING something should be as expressive as stories about NOT having something.

Similarly, the way people labor - and what they do when not laboring - should matter a lot more, be expressed a lot more.

"He lived a hard life slingin' crates on the dock-" vs "he lived a hard life washing other people's clothes" might sound similar at first glance, but the actual lifestyles are very different.

Their physicality is different, their environment is different, the number of new faces they meet is different, even how people talk to each other is different, and at what volume.

Add into that cultural lock-in, like the laundromat being Elf-owned and the docks being Hobbit-owned.

So I ask, how does construction work? How do facilities interlock?

How do we create a dock or a laundromat or a desperate post-apocalyptic farming cult such that people's lives express our successes and failures and choices?

And I keep coming around to a holistic integration.

Rather than being overly concerned about stockpile management, I'm more concerned about externalities.

What environment are they working and living in?

This opens the door to a lot of small-scale industries, like in reality.

You don't particularly need a centralized tailor station if each family has a a sack of tools they break out on rainy days, and each family essentially makes their own clothes from scratch in their living room by candlelight.

Sure it's not efficient or particularly enjoyable, but THAT IS THE POINT. Our facility's inefficiency is a way of life for those that live in it.

Or more advanced worlds - people work in an air-conditioned office with nice bathrooms and drive home each day-

This leads to a different kind of life, and the dreary, hollow social aspects of worklife start to ring true.

Plus, offices aren't exactly efficient either.

We're simply choosing which inefficiencies to embrace based on which efficiencies we embraced. Office buildings without highways and cars are impossible.

So when we, as a player, choose to make a part of our base, we have to ask ourselves what efficiencies and inefficiencies are we embracing, and how?

For example, we might simply make a home. In DF or Rimworld, you'd add a bed and a table and maybe a bookshelf and call it a day.

But if we take our new concerns into account: the home is a place of widespread industry. This is where everything You Can't Easily Buy gets made.

We can allocate multipurpose utilities for that. Let me draw a fenced-in space we'll call "the yard".

What's in the yard?

Food pressures? Yard's full of chickens and gardens.

Travel pressures? Yard's full of play areas and gazebos and maybe a pool!

Social pressures? Yard's carefully fenced off and short-cropped.

Whether this is automatic, manual, or somewhere between, the point is that the lifestyles our constructions afford are expressed by What Is In Your Yard.

Of course the same mentality easy applies everywhere.

What's in your bedroom?

Well, what is your personal life?

Posters of your favorite musicians? Piles of books? Dumbells? Dolls?

There's no wrong answer, except for the one wrong answer DF and Rimworld have:

Nothing.

For some reason, the people in those games never express themselves through their spaces, although obviously the player can just customize it all manually if they feel like it.

What do we build?

If our spaces are largely full of cheap or free multipurpose allocations for all the things we DON'T centralize, then the answer is obviously: we choose what to centralize.

If we're in a post-apocalypse trying to survive, then we're clearly going to centralize food and water ASAP, and choosing how to do that is going to be a priority.

A more advanced civilization might centralize water by creating citywide plumbing. But we might just have One Good Well.

How hard we have to focus on specializing that depends on the pressures.

A post-apocalypse probably has extremely severe food and water pressures, so we may focus on centralizing and optimizing those to the exclusion of all else, meaning that each little person or family will handle everything else - cooking, clothes, socializing, playing - in their homes and yards, collecting debris from the beforetimes to express themselves with.

But if we're playing in a softer world where civilization exists, we may find there's simply no reason to centralize on food, because we can just go buy some.

Even in something like a deserted wilderness, if food and water are Very Easy To Get, we may be satisfied with our optimizations and move on to other things, only coming back to it once our society overwhelms it with new pressures - as shown by the rise of home gardening.

This is all really only possible if we abstract out the simulations.

If a person decorating their little shack requires them physically walking out into the wilds step by step and physically noticing a fun piece of decor from the beforetimes and physically picking it up and lugging it back-

That's extremely limiting and a tremendous time burden.

Instead, if we simulate more roughly - say, hour by hour - that's simply "downtime hour: wandering".

It's also worth considering how much of a resident's life arc is defined by the base, by the player, and/or by "luck" (algorithm).

For example, if you have two residents dating each other and working in your facility, there's a number of standard ways their relationship could progress - marriage, breakup, having a kid...

Even more, if we want to create a proper arc. Like having an ideal that they can't agree on, and whether they'll agree before they break up or what, and having them act on it.

@Craigp my dwarves only get dresses.

@intrepidhero Obviousy. And in Rimworld, it's a bunch of flashers in cowboy hats.

That's part of what I'd like to solve. Or at least make INTENTIONAL rather than lazy optimizations. 

@Craigp 😁 One of my favorite moments happened when I didn't know what to do with all the beeswax piling up so I set somebody to "make wax crafts". A little later I noticed that all my dwarves were wearing fancy wax crowns.

DF is strange. It's kinda "about" these weird emergent behaviors that happen b/c we're trying, and of necessity failing, to simulate the entire world.

But I like your idea to make those choices intentional and foreground the stories that result.

@intrepidhero I think I like both.

The problem is right now it's 99% unintentional. People's lives are not responding well to our choices, or our choices are not applicable to their lives.

I think hour-to-hour simulation is probably required to expand on that.