Procedural generation is a big part of game design these days. Usually you generate your map, and [Fractal Philosophy] has decided to go one step further: using a procedurally-generated world from an older video, he is procedurally generating history by simulating the rise and fall of empires on that map in a video embedded below.
Now, lacking a proper theory of Psychohistory, [Fractal Philosophy] has chosen to go with what he admits is the simplest model he could find, one centered on the concept of “solidarity” and based on the work of [Peter Turchin], a Russian-American thinker. “Solidarity” in the population holds the Empire together; external pressures increase it, and internal pressures decrease it. This leads to an obvious cellular automation type system (like Conway’s Game of Life), where cells are evaluated based on their nearest neighbors: the number of nearest neighbors in the empire goes into a function that gives the probability of increasing or decreasing the solidarity score each “turn”. (Probability, in order to preserve some randomness.) The “strength” of the Empire is given by the sum of the solidarity scores in every cell. Continue reading “Simulating Empires With Procedurally Generated History”