I think the context is, this is more programming than other things. I am aiming for programming to build tools, in order to accomplish something. What it is they’ll accomplish isn’t what I am detailing. More like giving ideas, so the tools and logic is creatively active.
I could aim more for a visual. Like my post about colonist creating problems with crops. The truth is urea is found in urine and it’s used as fertilizer, not as urine though a refined product. The idea is that too much urine will damage the plants with salts and urea, cause a blighted crop. The problem is there, what does the colony do to solve it. What they can find is urea is a fertilizer, allowing them success in growing greater yielding crops. They’ll need to develop means to refining the urine, in order to narrow down what’s allowing them to grow greater crops. Finally, the goal of advancement in technology, using test tubes and beakers to refine the urea and use it for growth. This will help support the colony, and progress into further advancements.
The source Weed Level - #50 by Anthoirty
It’s an example to inspire other ideas, that can be influential in a developing colony. With enough of these ideas, you could say there are many different cultures with something each has to offer. Further developing the modern technology of the country or world, using political and governing practices across many uniting colonies. A progression we see in the builder/civilization games, in a different direction. Just a different way to approach and progress, as if they didn’t need a governing influence to succeed as an independent colony. Other games use management, politics and governing to approach these things, with trade agreements and menus, lacking the details that get those tasks done. I thought to attempt to reform that idea, into something actively guided with AI storytelling, detailing the advancements in short. Then we can offer the player those management or political tools as options later. As if they’ve made sure to advance the technology so they know what they’re doing with it, before allowing them to advance is means to guide the next advancement (Like some games offer %100 completion, with side quests only with advancements). Hence playing the advancements real time, with the colony they’ve built throughout their game.