Computers in Endworld come in many forms, abstracted by available memory and processing power.
They are not like real-world computers. Due to their need for modularity and resilience, they are large, heavily parallelized, and highly abstracted — do not mistake them for real computers.
Processing Power
Measured in Computational Power Usage (CPU)
Programs occupy CPU when run
Programs won't start if CPU is insufficient
You may shift [8,12,17,20] CPU between programs with a Theory, Computer Usage check
Underpowered programs perform worse (scale all effects unfavorably)
Overpowered programs usually don’t perform better — only faster
Storage Space
Measured in Storage
Determines how much data or how many programs a system can hold
Programs
Programs must be loaded from storage or built into RROM.
RROM
Robust Read Only Memory:
- Integrated into the processor
- Corruption-resistant (e.g. wire-and-bead designs)
- Used as a bootstrap loader
- Runs immediately on power-up
- Cannot be modified while running
- Replacing the physical media replaces the program
Execution
Programs act toward predefined goals
May execute checks or generate stats
Can load other programs in parallel or series
On completion, they unload and free used resources
Operating System (Main)
A special program that manages others
Takes 1 turn per user interaction
Runs a sequence of loads with parameters
Parameters
Abstracted context for the program’s operation
(e.g. “what to act upon” is assumed to be known)
Programming
To create a program:
- Use Theory, Computer Programming and a relevant Skill
- If the task is vague, use Insight
Steps:
1. Storyteller + player define:
- CPU cost
- Storage size
- Runtime
- Other programs needed
- Effect and checks
After the roll, Storyteller offers viable configurations — player picks one OR
Player proposes config; Storyteller sets required total check result and intervals
Example Programs
Shield Daemon
CPU: 0.5
Size: 1
Requirements: Internal Computerization, Shields
Effect: On switch "shields up" — load one Shield Configurator per inactive shield
On switch "NOW" — load one Shield Burster per inactive shield