I think the tile is discriptive enough.
But for those of you who like to be specific ....
What new features do you want to see in Gal Civ 3?
Is there something that you want to see from Gal Civ 1 or Gal Civ 2, only you want it to be better?
Do you want it to have Real-Time, Control Your Warships, Space Battles?
Etc.....
So please respond.
ROCK ON!!!
No, it wouldn't. The point of having the greater cost is that it slows them down for the moment. So you can (as an extreme example) match tech with them while they're busy investing in this weapon starbase. Yes, you'll have to go through the same slowdown if you go for that tech yourself. But you will have, for a time (before the bonuses from the new tech they're working on kick in), relative pairity with the other side.
Also, if both of you are slogging through these kinds of things, you're still closer together in terms of overall capability than otherwise. And when he gets to the next tier of slogs that are even slower, but more powerful, he'll be slowed down even more.
No need for arbitrary rules like "other people research stuff faster," and other such nonsense. People don't like negative mechanisms, but they also don't like getting something arbitrarily for less than other people. Unless there's some gameplay reason for it (tech trading, etc).
dupe
Now we have a Diplo argument going!!!
What next??? Space Cows???
Presuming the functions are available to the AIs, their "decisions" must refer to the ruleset as a whole AND can introduce multiple variations that even us, players, can't determine unless we could look at the source code itself.
Thus, why i am saying the processing found in these algorithms must be undeterministic for it to work or seem, at least, reasonably intelligent -- huge concept that can only (but, somehow) improve upon making the right choices in any situations. Basicly, there has to be a strict model or pattern of decisions built-in.
Calculating beyond human speeds, true and yet always looping to a constant since it IS a code. Introduce some pure random factors into that, you get the actual AIs we have - i guess.
I'd rather get the "Combo-Punch-Linear-Modulo" factored at the current trio than getting a fourth tier which would complexify things even further with almost no Strategic effects over combat probabilities. Bigger and Most isn't better in that case.
Lemme explain;
- Why should Beams aim at shields only, etc?
- Any combination of two or three "types" of weapons is modulated towards a Punch ratio at global defenses that match these types.
- Linear activity which makes it possible for lowest defending figures to compensate Attacking "leaks" IF no weapons are aboard.
- And so on...
How about a mini-UP sort-of weekly meeting to discuss some ongoing issues such as;
-- Jagged Knife just showed up, anybody else has a solution?
-- Race X is too strong of a Good aligned, any Neutral interested in weakening them for awhile? Look, i'll pay you for it - gang.
-- Universal resources bank of Goods & Services where we auction control over key "elements" such as a bonus omnipotent Ship, a brand spanking new Planet and Ability percentages.
-- Not Voting per say, more like a continual state of Galactic Affairs, where not only Influence or Military strength matters but also statistical values & reputation & knowledge (as in Research skills) have some power.
-- Then i'd start calling this feature, UP.
AT THE SAME COST, A civ that controls 1/3rd of the galaxy would be able to get the needed resources for MUCH MUCH MUCH faster than a civ that controls only 1/8th of the galaxy. Thus the small civ falls behind more, and big civ still 'keeps getting richer'. Sure it would take a long time to kick in, but it would take even a longer time to kick in for the smaller civ's. That is pure runaway game, and nothing else.
And why in the world would a civ with only 5 planets need to pay so much? There's less infrastructure to change during their government upgrade. Whereas a civ with 98 planets has much more to do. Relative cost to size only makes sense.
It's only negative for civ's that are ahead, it is positive for civ's that are behind. So it is, in the same sense, a positive mechanism. Helps to create more fair and balanced gameplay. Many games have things like this, and people do like them because they are completely unnoticeable.
If every civ in the galaxy knows warp drive EXCEPT for 1 civ, 'Warp Drive is a pretty common thing', and it wouldn't take near the amount of resources to develop it. Think about if their is some lone country in the world today that has not developed a 'car', the information is spread wide and far, doing so would not take near the amount of effort as it did for first car ever developed.
You will never acheive balanced gameplay without some type of negative mechanisms (or better called 'balancing').
I agree, they will probably call the 4th tier 'Subspace Weapons' and 'Subspace Inhibitors'.
That's a good idea, the mini-UP wouldn't use influence points to vote, and would deal with more of the everyday galactic going-on's. Weekly might be a bit too often. It would be more like everyone getting together Without the UP, to come up with solutions of their own.
The weekly suggestion was simply to reflect on the fact that during any given turn, situations can drastically change. Monthly could do it too, but i'm more after a consecutive & evergrowing (auction comes to mind) pool of issues that morphs through Races currently available opinions or outright decisions... keeping tabs on resolutions and results with the mini-UP (gosh, we need another name for this: Galactic Exchange Center, or somethin' else) device itself.
Examples;
-- The mini-mega-events that pops "normal" elements to decide about could interact with such feature in a multi-layered Laws_in_Effect_type of gameplay modifications IF & when the actual consensus has been reached; Government & people, in action - continually.
-- Diplomacy concerns could also become part of the meeting principles IF & when Races must gather on general terms of Peace or War as a Universal group instead of protecting the good of the few rather than the many (Spock quote, btw). Blockade, Shipping costs, Economic recession, etc.
-- A drop basket where all Galactic eggs stir up and cook over for fundamental decisions that impact Universe wide factors; counterreacting at public enemy number one, food bank for the needy, scientific revolution, etc.
All of the above is already available through different means, i know... but, it is by simulation whereas AIs & Human Player should be allowed to modify anything according to an agenda monitored by an incode routine.
You're not understanding the concept here.
Let's say we have two runners, A and B, running in a race. A runs at 10m/s. B runs at 5m/s.
After 1 second, A will be 5 meters in front of B.
Now, let's put a barrier in the way. 10 meters from the start of the race, we will force everyone to slow down by 50%.
A hits that barrier after 1 second, thus slowing down to 5m/s. So, after 2 seconds, A will be... still only 5 meters in front of B.
A lost an entire second's worth of progress.
Now, when B hits the barrier, he too slows down. After 3 seconds, A will be only 7.5 meters ahead; without the barrier, he could have been 15 meters ahead.
That's what I'm talking about. A is still ahead (this is important; you can't stop A from progressing faster relative to B, or else there's no incentive to improve), but he's not as far ahead as he could have been. Diminishing returns.
Arbitrary rubber-band rules like this are not appreciated by any player, even one who is losing.
Never try to tackle a problem like this directly. Game design must be subtle; if the player can easily tell how a rule is supposed to affect the game, it's probably a bad rule.
Perhaps relative cost is not good, but it's actually very similar to your mechanic above.
So how is your's any different? This is about as subtle as an earthquake. You intentionally SLOW down and cut the players research/production/whatever your talking about with the barrier.
And don't say I'm not understanding because before you said researching the new government should cost the same, e.g. 5000 research points which is the same for every civ. <-- that's no different than how the game is now. Above is different by blatently cutting the players research/economic / production in half (or research Im assuming).
How is that less subtle than a relative to size cost, where 2 players at the same size pay the same research costs for the new government tech. You would NEVER even know that it happened. <---- That is SUBTLE.
Although a relative gov size cost sounds like a good idea, it would be extrordinarily difficult to impliment while retainging my personal key factor: moddability. If gov costs were to increase with civ size, the gov techs would have to be seperated from the rest of the techs, which seems like a lot of work for a very simple problem.
Of course, Alf's cap is about as subtle as a brick, and there is no way to make it realistic in a game. Hence, my possible soultion: balanced govs. The governments should not be entirely better than the ones that come before them. Instaed, they should be suited to dieerent victory conditions, helping a player with that gove who decides to pursue the victory and becoming a hinderence if you change paths w/o switching govs. As you move up the gov tree, they would become more specialized, but not directly more powerful.
To make things harder for the guy who is ahead, simply give a slight bonus to everyone else, and have them gang up on you.
Posting from work, so I'm not able to verify this here, but my recollection is that you actually *can* arbitrarily tweak the AI to any specific level/combo of wealth/intelligence you want.
I haven't actually looked at that interface since DA, so I may be misremembering or the parameters may not be any higher than those of suicidal anyway, but the concept is there already.
Pug
You can control the financial resorces and algorythms to a certain degree from the race customization screen, but is is fairly limited and you cannot apply it to the regular races. What I am talking about is a system that basically removes the upper limit to the game's difficulty.
Da-Iry and the white miracle health elixir.
OK, it seems like everyone likes oversimplifying my idea, so I will restate it again.
Buildings cost production. Techs cost research. Governments cost nothing. None of these things are available on the map. That is how things are now.
My suggestion is to make more advanced structures cost more than just one thing. Planet boosting starbases cost both production and some quantity of research. Advanced governments require placement on the map, which is something that can be attacked. Advanced techs can have a required starbase that must be produced before you are considered to fully possess that technology; destroying this starbase means you don't "have" the tech anymore, and thus can't research its required techs.
It slows the player down by forcing them to spend multiple kinds of resources on additional bonuses. It makes the player more vulnerable by forcing them to put some of these assets on the map, where they can be attacked (thus giving them more places to defend, which requires more defensive resources). And most importantly, these resources have to be spent sequentially, which means it takes longer to get the effects of them.
See? It's very organic and subtle. It is not a "research X tech and suddenly you lose 50% of your production."
Maybe, we indeed are trying to oversimplify your ideas but...
How do you like the current Macro-management decisions at say, full blown setting options on Immense maps where you *must* handle 200+ planets simply to break even with the last opponent Influence wise?
Mouse-clicks, multiple screens switching? Crunching numbers while estimating combat odds?
And, you would want to ADD supplemental layers of 'strategic planning' to gameplay?
I work for money (getting headaches for thinking too much) but i play for fun (to ease the pain).
Some may like complex stuff, but i believe GC2 has plenty enough to offer as a TBS-4X already.
I wouldn't know; I don't play on those kinds of maps.
Furthermore, I would point out that this is partially an interface problem. CivIV's revolutionary idea of allowing you to do the common tasks to a city from the main screen really changed how I played the game. I could look at a group of cities from the main map and know a good 80% of what I needed to know: what the city's making, when it will go up a level, is it in disorder, and how long the city will take to make it. I can even access the build queue directly without bringing up the city screen, by clicking on the production circle.
With a good interface, you can handle a lot of macro-management. GalCiv2's management could be much more refined. For example, selecting a planet could allow you to produce things directly from the main map. The location of a tile is irrelevant except for special bonuses, and it wouldn't be too difficult to come up with an interface for handling that. Just put a simplified version of the main screen in the lower-left corner, where you can click on a tile if you want to replace something. And so forth.
They could put what's being built by a city on the main map. They could put how long those things are going to take. And so on. Rather than making you look through a clunky list that has a squirly scrollbar that takes a button press to bring up, and has no relation to what's on the screen.
Lastly, this is not a fully-formed design; it's merely an idea. A fully-formed design would have a way of dealing with this without multiplicatively exploding the number of "cities" that a player has to manage. "Put things on the map, and use multiple resources to take advantage of more advanced abilities." This is a starting point, not an ending point.
Oh, but it was also what i meant.
What Alfonse is talking about is an increase in what I call "game layering": more connections between research, military, and social aspects of the game. This would not fix the "rich richer" problem: a player who is not well-established cannot afford to produce these stabases and other structures. A player who IS well-established would not have these problems. It may slow them down a little, but not enough to rectify the problem. My system makes the rest of the galaxy gang up and try to take down anyone who is a clear front-runner.
To be honest, I have never noticed any micro-management issues in GC2. I'm curious about what you actually do on each and every one of your 200 planets each turn. Only time I visit planets is when they are done building something, and that takes about a few minutes at most in mid/late game on immense. Very Rarely I will go through my planets to clean them up a bit. Other than that, there is absolutely no micro-management issues to go through, other than constantly changing the sliders to best meet your goals (research, etc...) <--- and that takes about 10 seconds at most.
The most micro-management comes from the beginning of the game, after the colony rush, there's no more m-m to do... just move your ships and everything flows by itself.
You actually do all this stuff? You realize it's pretty straight-forward to see if your going to win a battle 99% of the time. The single screen of the civilization manager shows you everything you could possibly want to know with a couple clicks. Screen switching, there are a lot of screens, but I only use about 4-5 max (some constantly, others not so often).
Personally the only thing I feel is micro-manageable is during diplomacy, since when you try to get best deals and sometimes it's better to trade one-by-one than bulk.
Take it a step further, and layer everything (well, not everything)... if your morale sucks, your production goes down (after all, depressed people won't do their job as well as 'smiling bob's'). I agree, there should be some kind of tie-in between economics and military/social production/research. Right now, they are all a bit too seperated for their own good. A planet with econ buildings and 12 billions people give infinitesimal amounts of help to research. So in other words, all 11.99 billion of those people are good spacecar salesman, but are science morons.
Perhaps building econ buildings, research stations, or factories increases the base amount of that particular production, but planets will still bring in a modest, fair amount of each. This only makes sense (to me at least).
So as population rises, so does research, economy, and factory production (even with nothing built on the planet). They would not increase by a large amount though, the social buildings would be for this reason.
I have figured out a way to make my "culture metrics" something more than just a fairly meaningless series of bonuses: Have them affect cultural influence with other civilizations, varying with the specific metric.
Increased cultural influence against civs with SAME metric alingment: scientific/spiritual, captialist/socialist, Idealist / pragmatist
Increased Cultural influence against civs with DIFFERENT metric alignment: Libertarian/ authoritarian, direct/manipulative,
No, your system rewards people for losing.
The fundamental paradox of the "Rich get Richer" problem is that you can't solve it. You're not allowed to. Because the moment that your competitors can get something for nothing, then the advantage of being the front-runner disappears, and no one has any reason to excel at anything.
Winning is hard; it takes effort. There needs to be a reward for it or people won't bother. My idea is to make sure that getting the reward from various advancement takes longer and longer. It's still there, there are simply diminishing returns applied to it.
Another method of solving this issue, which would stack pretty well with diminishing returns, is to make it so that the guy who's behind can do something to try to get ahead, but it introduces a flaw that can be exploited by others. If nobody does so, then the smaller guy gets by for free. I'm not exactly sure how to go about creating such a mechanic, but if you can do it, I think it would work. Especially if there were several ways to boost production, but with some significant consequence.
Though a problem might be balancing. If the big guy uses this, he may have introduced an inherient weakness, but he may be big enough to compensate for it.
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