_This is an abbreviation of my thoughts. If it is off topic let me know and we can continue on a private, direct discussion. I am thinking of ways to inclue these thoughts in my game design, so please feel free to poke holes in my theories (constructively please). AT the end are my thoughts on how to incorporate these theories into a game._ Interesting that the thread turned to war. While innovation and creativity are always around, I believe that wars are a major factor in Humankind's development. However, we must define the concepts involved carefully. Usually, the most innovation comes from wars between 2 closely matched groups. Then there is a dealock and each side will be desparate to find a new trick. Also, each side must have a fair amount of resources to develop the ideas. The conflict in the middle east is not a good example as there is not really a fully determined frontline. At least one side is made up of many small groups who have stagnated in their tactics. Their resources, while in some cases considerable, are not entirely dedicated to a war effort against a single opponent. They also have found a single, potent weapon that is cheap enough (in their minds) to be used on a "large" scale (ie suicide bombers). If you compare this to say, WW1, WW2 or even the cold war, you can see thta there is a small difference. There entire nations were involved. For example, in WW2, virtually the entire world's economy was geared for the war. AT the beginning the UK, France (etc) were on the "losing" side and were desparate to find the upper hand. Thus Radar was developed. Code breaking machines were developed. Search lights (which have translated into analytical chemistry intrumentation) were improved. Airplanes (eg spitfire) were redesigned. The military were given almost a free reign in their spending (after all the countries had nothing to lose) and almost any idea could be funded. Once the tide started turning, Germany (etc) became desparate and they also had virtually free reign over their spending. We got several good developments such as the jet engine and rockets. At a horrific human cost a lot of medical advances were developed. All of these things could and probably would have been developed without a war, but the advances would have been slower. Some things may never have been established as the inventors could never have found "volunteers" for some tests. Also, let's keep in mind that in many countries, the military has a very large proportion of the tax money allocated to it. They therefore have a large stake in the scientific advances. _ So to go back to game programming. I am thinking of including a "boost" in military research during large scale conflicts. (to go back to the game I use for comparisons) In CIV 3, you get the chance to "mobilise" your entire civilisation in times of war. That would be the trigger for such a boost. Once the war is finished, then I would forsee that some linked techs (non-military but somewhat based on military techs) would also have a reduced development cost. On the other hand, some advances would have a "human horror" cost, This would mean that the country to develop these would get a boost in their science, but if they loose the war, they will be penalised in their diplomacy/ trade. Also, to prevent cheaters (ok like me), I would turn off saving the game during that period so that players really have to think of whether it is worth the gamble. (eg very high reward and very high risk). _ -- This message is intended for the addressee only and is confidential and the copying thereof is prohibited. The above information may contain personal views of the author thereof and is not necessarily the views or policies of the University of Pretoria and the University of Pretoria does therefore not accept liability for any damages arising from the correctness of the facts stated in this communication, unless specifically stated. If you have received this message in error, please notify us immediately and destroy the original message. -- Binary/unsupported file stripped by Ecartis -- -- Type: text/x-vcard -- File: awhaley.vcf