Various Updates 08/04/2021
For players: - A variety of early tweaks to the new planet AI system: Crime will not go up as aggressively if you have slightly below neutral public opinion, and military cost has been reduced. A few tweaks to display of information on showplanet, too. - Fixed the bug causing pirates to immediately set crime to 100, and the bug causing there to be 5x more police mobs than intended. - Otherwise non-aggressive mobs (citizens, especially) will no longer randomly join fights in the room except if another copy of the same mob is involved in the fight. For staff: - onSpawned lua triggers on mobs will now fire when the mob is manually invoked or invoked via progs. - You can now redit flags +flagname or redit flags -flagname to set a flag to true or false regardless of the existing value. - rlist aispawn now shows the list of rooms in your currently assigned area which are eligible to spawn AI mobs. They will not spawn in rooms which are: spacecraft, nofloor, private, player homes, nomob, noai - mpstat, rpstat, and opstat will show at the end if the thing has a lua prog set, and you can use (m/o/p)pstat <thing> lprog to view the prog.
New Planetary Support System: Part 2
(Continued from previous change post...) HOW TO AFFECT PUBLIC OPINION, MILITARY SUPPORT Crime rate: Goes up when public opinion is low. Goes down when military presence is high. When high, reduces income from the planet due to embezzlement. Crime can be a compounding factor; when high, it also causes public opinion to drop and causes military presence to drop more quickly, leading to more crime, etc. Police: One police will spawn for every 5 points of military presence. Police mobs perform law enforcement as usual, but are also targets for enemy clans who want to reduce your military presence. Killing police mobs will reduce their clan's presence and increase that of the clan killing them. Commercial activity: Lawful activity (buying from shops, buying/selling cargo) will improve the opinion of the current government and the clan performing the activities, if any. Trafficking: On the other hand, trafficking will increase the crime rating, having no effect on public opinion. Taxes: Planets now result in noticeable income for their clans, reported each hour along with wages. The tax rate affects public opinion of the current government: Less than 10% will make them happier, more than 20% will make them angry. Military Funding: The police and military levels have been consolidated into this one number, which represents the target military presence of the current government. Military presence will move toward this goal gradually over time, but can be overpowered by high crime or enemy activity. This is also a significant cost in running the planet. Killing Citizens: Raises crime, raises military presence for the clan who did it, but also drops public opinion of that clan substantially. Evil clans might use this to speed up planet captures. Bombardment: Killing citizens on steroids. Substantial increase in your military presence and reduction of the current clan's, but planets (even the ones you're not bombarding) really won't like this. Great for evil empires who don't care about what people think. Blockade: Gradually raises your military presence and lowers the current owner's. For clans not flagged as "greater good", it also lowers public opinion of your clan. Orbital pirates: While pirates are in orbit, the crime rating will go up quickly and the current government's military presence will drop. Bribe: Bribing police will make them despawn and increase the crime rate. Bribing citizens will raise public opinion of your clan (5000 credits for maximum effect) and also make them despawn. (* This means you'll need to work on public opinion over a longer period of time rather than finding one citizen and spamming a skill on them.) Propaganda: Now takes two arguments: propaganda for/against <clan>. Raises or lowers public opinion appropriately, and also makes the citizen despawn. Inspirecrime: Raises the crime rating substantially, requires a citizen to be present, and also causes them to despawn. HOW TO VIEW PUBLIC OPINION, MILITARY SUPPORT Smalltalk: Rather than affecting support, smalltalk now tells you a bit about a random government. Past leadership levels 50 and 100, more detail will be shown, with levels 100+ seeing numbers and contributing factors to public opinion. Showplanet <planet>: At the end of showplanet, members of the current government's clan will now see a breakdown of planetary income, which is now calculated monthly. There are diminishing returns for owning too many planets, represented here as "Administrative Overhead". When a planet is eligible for capture by your clan, it will now tell you in this command. Showplanet <planet> ai: This view now shows approximate public opinion and military support for all governments, as well as whether military presence and crime rate are rising or falling passively. (more minuses or pluses means it's moving faster) This does not represent one-time actions (killing police, etc), but does include sustained actions like blockades.