So how complicated (as internal critics put it) or sophisticated (as internal advocates put it) should the Elemental economic system be?
We have the code in for handling a pretty sophisticated/complicated economic engine. But the debate is, is the system sophisticated? Or just complicated.
Let me give you the arguments of each camp.
Camp #1: “Sophisticated”
1. Everything in Elemental is a resource. Food, metal, swords, armor, horses, you name it.
2. Resources can be processed into other resources. Iron Ore into a Sword.
3. Part of the fun of the game would be running a proper empire (or letting AI governors take care of it).
Example:
A mine is built on an iron resource. The mine produces 10 units of iron ore per turn. That iron ore is then directed to go to the city of Torgeto where a blacksmith is able to produce 5 swords per turn. The unused iron ore is stored in a warehouse that can store up to 100 units of iron ore.
Those swords can be directed to be shipped to various other places (with sliders or other UI means to determine what ratio goes where).
In some of those places, the swords are issued to soldiers. In other places, the swords are sent to an alchemist workshop who, taking potions that have been shippped in from Wellford which in turn had taken Aeoronic crystal mined in another town to turn into those potions. The resulting magical swords are then shipped out to various places with the player (or governor) able to control the ratio in which they are shipped.
Caravans appear on the map to show the items being shipped. If those caravans are attacked, the items are lost.
Camp #2: “Simple and Fun”
1. There are only natural resources (food, iron, crystal, horses, etc.).
2. When a natural resource is controlled, the player assigns that resource to a specific town.
3. Only that town can make use of it. Towns that don’t have a resource assigned it cannot build units that require those resources.
Unlike camp 1, there are no ratio sliders to mess with. A resource is assigned to a particular town. That makes certain towns more strategic than others and a lot less micro management. On the other hand, it means that there will be many towns that can only build weaker units. Players can research technologies that increase the base (weaker) unit that cities can build over time but some cities will simply be more important than others.
Caravans would still flow from the natural resource to the target town and if those caravans are attacked, the enemy player gains a bonus and the victim player would get a penalty to their production until the next caravan arrives.
The Argument
Camp 1 argues that a lot of fun can be had in putting together ever more sophisticated and specialized items. If natural resources can be processed into new resources that can in turn be processed again and again and again, you can reward players who might be able to equip elite crack soldiers with very rare but very powerful weapons and armor.
Camp 2 argues that while some people would enjoy that, it would result in a lot of people who would find that system burdensome and turn them off to the game entirely. It also says that those who do like the camp 1 system would still be satisfied with camp 2 where those who like camp 2 would probably be totally turned off if the camp 1 system were used. In addition, they argue that Elemental has so much other “stuff” to it (sophisticated diplomacy, tactical battles, quests, etc.) that many players might find they have to rely on AI governors which would put a heavy burden on having really “smart” AI.
Now personally, I could go either way. I do like the idea of players having to choose certain towns that are absolutely strategic. But I also like the idea of being able to have “processed” manufacturing that can keep specializing things until you get some rare but very valuable things.
On the other hand, I’m also worried that a complex system could turn out to fall apart in actual practice (the user interface for it would have to be incredibly good) and then we’d be stuck having to go to camp 2 late in development.
What do you think?
UPDATE: 5/21/2009
Camp #3: The Merchant
Today we looked at the feedback from here and Quarter to Three and came up with a way that may satisfy both camps and increases the fun overall.
1. Everything is a resource.
2. Resources can be processed into other resources (iron to swords, crops to food, crystal to potions).
3. Resources are sent automatically to other towns based on the resource needs of that town. No micromanagement, no AI.
4. The fun of this portion of the game would be in watching your empire grow organically.
There are no ratios to set. If I build a town with a blacksmith, then one presumes I did that because I want to produce stuff that requires a blacksmith. If I build (or upgrade) more blacksmiths, then one presumes this town is a place where I want to crank out a lot of stuff.
Similarly, if I build a town with multiples barracks it presumes I am trying to train soldiers which means that stuff should be shipped there, particularly if I’m in the process of building a particularly type of soldier.
Caravans (which aren’t player controlled) send out regular shipments of resources to the various towns. When these shipments arrive, they’re available for use on demand or, if the town has a warehouse, they are stored.
When players design a unit, they choose a category of weapon and that category of weapon (whether in the field or in a warehouse) will automatically upgrade as my tech gets better. A short sword doesn’t become a long sword or anything like that. But A short sword would automatically become a better short sword if I research tech that improves is in order to remove the complexity of having to “upgrade” units. However, the cost of keeping a soldier in the field will be fairly high and since soldiers come from population, there’s a real down side to keeping throngs of soldiers idle.
In addition, by building roads, my caravans will arrive a lot quicker (3X faster). Similarly, I have to keep my supply lines secure.
This also opens the door for a lot more trading. Rather than just having “food” you can have “crops”. Crops are processed into food and can be traded with other civilizations or used by special buildings (Inns, restaurants, etc.) to increase prestige (which adds to influence).
It also allows players to have the game be very simple (just keep everything local) or highly sophisticated (have weaponry go through multiple processes – a magic sword processed by a Aereon Forge doubles its damage. The town with the Aereon forge is the one that would get on the priority list of magic swords and the Aereon blades produced would be sent to the town with the barracks that is producing your “Night Guard” or whatever you call your designed unit.
But in this way, there’s no real UI other than providing players the ability to close down shops in a city or expedite their priority to get more stuff sent to them. The player remains the king/emperor and not a logistics manager but at the same time is the architect for success of their kingdom’s economy if they so choose.
UPDATE: 5/23/2009
Camp #4: Quarter To Three concept
Having read a lot of posts both here and QuarterToThree we’ve thought of another way to do it that might be interesting.
2. Resources can be processed into other resources.
3. Controlling a resource automatically makes it available throughout your empire at a basic level. The more resources you control, the more that basic level is provided.
4. If there is a road to a city that connects you to where the resource is provided, that city gets a bonus amount of that resource.
5. Cities can build improvements that have caravans deliver bonus amounts of that resource to that city from the source.
6. Cities can optionally build warehouses whose only affect is that they can store caravan deliveries for later use. I.e. if I’m not currently building death knights, I can store caravans of “stuff” so that when I do build them, I instantly get the bonus at that point.
I want my army to be filled with trained knights who have plate mail, steel swords, plate helmets, etc. Those things are expensive. If I control an iron deposit, I can build them though any town with a barracks. Let’s say it will take 30 turns to create that unit. 10 of those turns is the training of the soldier and the other 20 is the production of the equipment. If I control 2 iron deposits, that production is knocked down to 18. If I have a road that connects this town to the the iron resource (directly or indirectly) then I can knock it down another turn for each resource.
I can also build a blacksmith shop. By doing this, caravans will be sent from the iron resource production area to the town with the armory. When that caravan arrives, it will reduce the time even further.
Similarly, if I want to make a magic sword that requires Aegeon crystal to be turned into a magic potion then as soon as I build 1 Alchemist lab in any town, then any town can build magic swords at a base level. If I build 2 alchemist labs, I won’t get any further bonus unless I control more than 1 Aegeon crystal.
So basically, it’s a much simpler system that provides fairly straight forward bonuses for players who want to create a more sophisticated economy.
1 or 3... 2 sucks... ya I know not really helping... Kill off 2 and do a post with a poll between 1 or 3. This might solve the problem.
[...]
1. There are only natural resources (food, iron, crystal, horses, etc.).[...]
OK, maybe I should have expanded a little...
How does the game know what I want?
Just as an example, I may want to train pikemen in town A and soldiers with swords in town B. I have based my decision on the speed at which I can get the required resources to each town. I have barracks in each town but I don't actually have the resources yet, so I cannot train the people right now.
Town C produces swords and will start moving them to town A as well as town B, based on the fact that there are barracks there, even though I only want them in town B. I know I can set a 'priority' for swords for town B and once I start building the soldiers, town B should receive more swords automatically. But as option 3 is described at the moment, some swords will always end up in town A.
God damn it saw that coming... bears... they are people and now resources too... ef...
Ya I really kinda want control over what goes where. Tiefling makes a good point... I love 1 but I can see why people hate it and with 1 the game might not sell as well...
Good point. Maybe each town has a resource list where you set None/Normal/Priority for each resource that it has the capability to use... So in town A you set swords to 'None' So no swords go there. You could set swords to "Priority" for town B, so that all swords made (up to the total number you wanted there) would go to town B. Then, once the priority req was met, swords would be distributed equally to all towns with barracks that had swords set to "normal".
Only resources that the town could use (or store I guess in the case of warehouses) would appear in the list.
Ah...
Now I remember what this reminds me of...
In the old Impressions Games city building games (Pharaoh, Zeus, etc.) each warehouse had a setting per resource which was 'store this resource', 'don't store this resource' or 'move resource out of the warehouse'. The latter could be used when you no longer had any need for a resource in this location or just needed to make room for something else. A cart pusher would then move the resource out of the warehouse to other warehouses that still accepted the resource.
This concept works quite well.
If I remember correctly in these games it had the flaw though that a game always tried to move resources to the closest warehouse first, then realised that it didn't accept the resource (or was full) and moved on to the next and the next and so on... in the end taking a lot longer to get to its destination than had it gone there directly.
Camp#3 reduced micromanagement issue of Camp#1, by removing the gamers’ ability to fully controll caravan route during production process. In exchange, city is more specialized, i.e. build more blacksmith in certain town to make the town a sword production center. This is a definite improvement over Camp#1.
OTOH, if there are still 110 Manufactured Resources, Camp#3 still has its micromanagement issue. Warehouse will stuffed with obsolete manufactured resources as the game progress. By the time you can produce your first Sword +5, you will have hundreds of Sword +1, +2 (& armor, accessory, shield etc) scattered in all my warehouses or my knights. In the same camp#3 OP, Frogboy say “have weaponry go through multiple processes – a magic sword processed by a Aereon Forge doubles its damage.” It seems to me that we still have 110 Manufactured Resources.
Frogboy, how do you plan to upgrade my sword +5? purely by tech research or purely by processing my sword with Aereon forge? The answer to this question will tell me the approx. number of manufactured resource in game. Do we still have 110 Manufactured Resources?
Camp#3 introduces micromanagement of another sort. I might be wrong about these assumption, let me assume the Alchemy Shop can produce 5 types of potions, Blacksmith produces Helmet, Armor, Boot, sword, spear and shield. Before I want to order any soldier, what is my blacksmith’s production priority? Will the AI default my blacksmith to stockpile sword first? Or the blacksmith produce nothing until I order my first soldier? Assume there are 110 Manufactured Resources, I assume there are 20 building type producing them & in each city I’ll have about 5 such building each city. When I have 10 cities, I still have to micromanage these buildings. I still need to micromanage when my warehouse run out of capacity.
This may or may not be an issue for Camp#3, if manufactured resources are abstracted to around 20-40 types.
What will happen to caravans that are sent to city when production is turned off in that city? Will the continue to it or change their destination?
Will it be possible to specifically sent ressources to a city that doesn't need them yet ? Will there be a way to send manually ressources in warehouse to another one?
Like many others, I'm camp #1. But why not make the default camp 3, which becomes camp 2 if the player wants something ultra-easy, and camp 1 if the player (me) wants something ultra-realistic.
Micromanagement is to me the absolute most enjoyable aspect of TBS games, but so far every one I've played has left me wanting more. THIS would be the ultrimate wet dream for me!!
I sent this to other peoples:
I might want to suggest another twist to it, which will make the game more interesting (maybe more depth). I took the basic idea from Europa Universalis III, a game I love a lot. In that game, you can decide to influence the government and the civilisation's ideologies over many topics with a slider menue. That slider can only be influenced from time to time, trough random events or with a preset chrono. You get to choose between Plutocracy vs Aristocracy, Mercantilism Vs Free Trade, Centralisation Vs Decentralisation, Land Amry Vs Navy, etc... All slider changes affects only numbers slightly, but on the long, the effects are really present.
In the "Merchant" idea, you have your economy reacts to the new set of circumstances you put it trough. If you build a smith, Iron Ore will start being sent there. You effectively have a "reactive" economy based on supply and demand, and you don't control it all.
However, some people might want to see supplies sent to a town in anticipation of what is going to be built there soon. Or maybe they want to increase the priority of Town A over Town B regarding to how many Iron Bars are needed or the location of swords. Such actions would require governement interventionism in the economy. But such interventionism is inneficient, and the merchants won't get the best deals available as they would have if they had followed the organic economical development. The consequence would be a decrease in the number of supplie units that will be shuffled around in your empire. Nothing major, just.. let's say... 1% decrease? That will be reduced to 0% in 50 turns?
But for every direct interventionism of the state in the economy, you will get another decrease. Always a small thing, but eventually, players who over-manage everything will have a crippled economy, as their merchants will wonder what's the point of doing business.
This is a system that allows flexibility to micro-manage some elements, but discourage it, as you will weaken the more you do it. There would be an effective downside to overruling the economic system.
Also, it would seem to me that the system is telling me it's smarter than I am. It discourages trying something new. Plus, we're leading the empires as Channelers. Powerful magic wielders in a land stripped of it. Lazy merchants had better get busy.
Camp#1 "Sophisticaticated" gets my vote...i like to have full control.
However,some sort of help in all that micro-management would be welcome.
So A.I sending you suggestions (Town A will run out of iron for swords soon,closest mine is B and there is planty on iron in Town C) and warnings (there is great amount of iron in TownA,but that town does not produce anything that need iron) may be better then letting him handle everything.
If you tell town B to start making soldiers with swords, the game now knows that you want swords at town B. Thus, it'll send swords there. Hopefully it'd be smart enough to realize that you want enough swords going to B to make all the soldiers you just ordered, and only send excess sword production anywhere else.
Climber's making some excellent points on the risk of overmanagement of the resource streams. He basically owes the company I work for a day of my pay, since I thought about this problem instead of what I should have been working on...Climber, I think they'll take a check.
One of the things that is central to the argument is whether or not we want to have the caravans as a physical entity on the game board. The benefit from a strategy sense is that now I have something to attack to hurt my opponent's economy, but having all those individual caravans is causing a lot of micromanagement. So maybe a suggestion might be to back off from having caravans as physical entities. How about this:
You upgrade a natural ore resource to a mine. At that time, you draw a line between it and 1 city; that ore now goes to that city at a certain rate (say 10 ore/turn). Working with Kael's excellent suggestion of developed resource growth, after a set number of turns (which we adjust in balance play), the mine grows to a level two, and a second line can be drawn from the resource, either to another town (which now gets 10 ore/turn) or to the same town (which now gets 20 ore/turn). You keep growing the resource to a set maximum. At a strategy map level, I can change where those lines are drawn and change where the resource goes to. As an example, maybe the mine has had time to grow to it's most productive level (50 ore/turn, for the sake of argument). I've got 10 ore/turn going to a nearby town, 20 ore/turn going to a town a little farther away, and 20 ore/turn going to a frontline city that's in desparate need of new troops and resources. I can click the old line connecting the 10 ore/turn route, and add it to my frontline city, making it 30 ore/turn.
Maybe you have a "distance tax" built in (also adjusted during balancing) so that you can't have a well defended, 50 ore/turn mine sending that all to a frontline city a continent away. Maybe up to 3 squares away is 100%, 4-6 squares is 75%, and so on down to 10% for more than 20 squares away, thus making it so that the front line city only gets 5 ore/turn actually supplied to it.
As an opponent, I can't attack the caravan route, so there's no need to code that so opponents can see your trade network. But they can attack the mine, and drop it's level (over the course of maybe multiple turns, like pillaging towns in Civ IV) or eventually destroy it. Roads could affect the percentage loss of ore for remote resources (in the example above, having a road from the mine to the frontline city 23 squares away now makes it so that the town gets 12 ore/turn instead of 5).
Cities producing refined resources become "resources" of their own. Say that close town has a smithy that's making swords. I can chose to send 50 ore (eventually) to that town, where the town then makes 10 swords/turn. I can then click the town, select the resource from a dropdown menu of all things produced in that town, and then click a recieving town (I'm assuming towns are the only thing that can recieve resources, but I haven't really thought deeply about that. Is there other map resource that would even need to be a recipient of goods?) Maybe processed goods (like the swords) have a higher survival rate for overland travel, and a town 21 squares away might receive 50% of the swords created, instead of the 5% of ore. This makes my economic strategy choices of producing goods in my interior cities, and moving them to the frontlines vs. shipping the ore (with the loss that it would incur) directly to a frontline city. There should be a penalty for the goods too, so the choice is strategic, but since this idea currently uses rates (ores/turn, swords/turn, etc), you can't really impose a time delay, it would have to be a rate reduction. I haven't got a really good idea about that yet, but maybe someone else does.
What does this buy you? No protection of caravans, just protection of your resource nodes and cities, so strategically easier for attack and defense. Managing my trade network becomes an overlay to the world map, where I can see the lines from raw resources to towns. Maybe you make the lines thicker if they're carrying more resources, or put a little number in a circle at the center of the line to indicate the resource flow after losses are subtracted for range (I'd prefer that, so I can see "at a glance" what my penalties are, and adjust my resource flow for maximum efficiency). You can resketch your resource flow on this level in response to changing war conditions, and this is the level at which you can manage the whole of your economy, since you can see raw resources, improved resources, and where they all go, all at one level. I think (but I'm by no means sure) that this eliminates a lot of micromanagement, since you would set up a resource flow to where you want things to go, but you don't have to check every city every turn to see what it's doing, you just have to periodically make sure that the finished goods you want are showing up where you want them. You might color code the lines to make this "economic strategic" level of the map (which I envision as an overlay over the world map that can be turned on and off) easier to read. A red line might mean basic resource, a red line might mean military resource, green lines food resources, etc.
So, there's that idea. I'd appreciate comments and suggestions. Oh, and Climber, you can send that check to...
Winni
I think I like #1 the most, but #3 is probably the best for everyone. I'm not really a fan of #2 though...
Why would you be micromanaging caravans? It seems that they are going to be automaticallin going from place to place. If you mean defense-wise it will hard to have your troops guarding them all the time - there should be the option to assign troops to guard that route.You upgrade a natural ore resource to a mine. At that time, you draw a line between it and 1 city; that ore now goes to that city at a certain rate (say 10 ore/turn). Working with Kael's excellent suggestion of developed resource growth, after a set number of turns (which we adjust in balance play), the mine grows to a level two, and a second line can be drawn from the resource, either to another town (which now gets 10 ore/turn) or to the same town (which now gets 20 ore/turn). You keep growing the resource to a set maximum. At a strategy map level, I can change where those lines are drawn and change where the resource goes to. As an example, maybe the mine has had time to grow to it's most productive level (50 ore/turn, for the sake of argument). I've got 10 ore/turn going to a nearby town, 20 ore/turn going to a town a little farther away, and 20 ore/turn going to a frontline city that's in desparate need of new troops and resources. I can click the old line connecting the 10 ore/turn route, and add it to my frontline city, making it 30 ore/turn.
The upgrade idea is good, kudos to kael - but I have to disagree with your distribution system, Camp 3 would see that you need ZUBAZ Jerky in your frontline town and send more there - also you could prioritise the town for extra ZUBAZ Jereky if you wanted.
The thing is with the carvan system you could just bypass the defenses and hit the caravans. Also you are the sovereign, why would there be a distance tax on goods you want?The disadvantages to senting all that ore to a frontline town is that the route would take a long time to get going and if disrupted cause put a major dent in your economy unless you have other sources.
As an opponent, I can't attack the caravan route, so there's no need to code that so opponents can see your trade network. But they can attack the mine, and drop it's level (over the course of maybe multiple turns, like pillaging towns in Civ IV) or eventually destroy it.
see above - though you should be able to attack a mine or capture it and take the ZUBAZ Jerky back to your homeland.
Roads could affect the percentage loss of ore for remote resources (in the example above, having a road from the mine to the frontline city 23 squares away now makes it so that the town gets 12 ore/turn instead of 5).
I agree Roads should increase your ability to recieve ZUBAZ Jerky.
Well towards the start until the first caravans arrive you wouldn't be getting any ZUBAZ Jerky during those turns. then it would take another few turns for the ZUBAZ Jerky to build up to the maxium rate as more caravans get on the route.
Camp 3 is the best out of the systems I have seen and I would suggest the devs test it in the betas and adjust it then according to feedback as it is hard to see what works and what doesn't without the game in your hands.
I vote for the Camp 1: "Sophisticated". It's simply more... realistic.
I have always thought that "more realism" = "more fun" (specially in strategic and rpg games). The more complicated a system is, the more variables are possible. With more possible variables, more different strategycs are available... and the game becomes more... interesting.
It's like the difference between "chess" and "checkers". In the chess are more different pieces with different movements and that gives the player a lot of possibilities that aren't available in the checkers. With more possibilities the player must think very carefully to make the correct movement, to choose the best option. And, like I said, that makes the game a lot more interesting.
Un saludo.
PD: Sorry for my english.
I like the sound of #3. I think it'll still be important, though, to have a decent management interface where we can get an overview of where our goods are flowing and get immediate feedback on the consequences of our decisions about building new manufacturing facilities and enabling/disabling existing ones. Going into separate city windows to manage settings that have this sort of empire-wide impact is too clunky.
Iron to food! Nom nom nom. I am all for Camp 3, at least in-so-far as I can tell. When it comes to the management side of a game, I do like control, but I am really not good at the complex sides of games. For example, in Empire: Total War, when I take about 8-10 countries, need to have armies here and there fighting this side and that, do all of the negotiations, and things like that, I pretty much just start a new game so that things are simple again. Camp #1 (sounds like it) would kill me, so I want it easier but not stripped too bare, so #3 is seeming pretty nice to me. Then again, that is just my weird style of gaming.
CAUTION ! POZOR ACHTUNG ! WNIMANJE ! UWAGA !
It shouldn't be a surprise to anybody that 'camp 1 (sophisticated)' is the most popular here. Who typically hangs around a forum of a game that's not yet released ?
Hardcore gamers.
------------
That said, I would only like camp3 or camp1 myself. Hopefully camp1 doesn't force me to micromanage. I would really like to have an expanded version of camp3. It was a bit too simplistic in some regards. "Build more barracks -> more resources transported here" is only good as long as everything works as usual. If resources start to dry up for whatever reason, I may want to reconsider my priorities and redirect them to a city that _REALLY_ needs them, not to my biggest training center. Camp3 with some ability to influence demand manually would be pretty ok for me. I don't want to have to raze 3 blacksmiths or barracks to change resource distribution !
Camp 1 is not bad either. I tolerate too much micromanagement better than too low customizability. And what draws me towards it isn't that I would be able to train units with max items etc, but rather tailor them to my needs. Intercepting enemy shipments and salvaging weapons is a quite unexplored area in turn-based games. I want to launch an attack on enemy armory and arm my bloodthirsty hordes. I want to capture enemy weapons, I want to destroy my sophisticated siege machines rather than let them fall into enemy hands. I want equipment to be actual equipment, not a +damage bonus on my unit. Like Alexander, I may want to equip my existing experienced troops with lighter armour for extra mobility. It's not micromanagement that I want, it's flexibility and semi-realistic representation of guerilla warfare, capturing enemy armory etc.
I like option #2 and option #3, although ithe quality of #3 will depend on its implementation. That is, there are still finite resources that will be distributed. Poor construction patterns, such as putting one or two blacksmiths in every town, may result in painfully slow unit deployment everywhere. How would one fix that problem? Would the player have to go through every city, check how many blacksmiths there are, then start destroying them? And what if the player then wants to increase production in some of those cities later? This approach may turn into an extremely painful and resource destroying slider control.
There are a number of ways to solve this problem. First, buildings could be "idled." Idled buildings would not compete for resources, but could be rapidly reactivated should the situation require it. Second, there could be a separate "priority" toggle where the player can put a city at the top of the queue -- that particular city will get enough resources to fully utilize its production facilities, with the remainder being divided among other cities as normal. The latter approach may be problematic if there are secondary goods required -- that is, if city A is producing swords, city B is producing potions, and city C is producing +2 swords using swords and potions, then putting a priority on city C may actually slow down production by stripping resources from city A and city B, which make necessary inputs.
All of this would require a good summary screen where the player can see at a glance what their total resource production is along with their resource consumption, by city, and a good indication of the speed effects.
Generally, option #3 attempts to allocate resources based on the player's revealed preferences -- if there are a lot of blacksmiths here, a lot of iron is needed, so that city goes to the top of the list for iron. The game development question then is in what circumstances will the number and type of buildings be a poor proxy for where the player wants resources? And what options will the player have for reallocation if they are not happy with the AI's allocation?
1. When will number and type of buildings be a poor proxy for where the player wants resources?
This is difficult to answer without knowing a lot more about the nuts and bolts of the game. Are there economies of scale? Is everything shipped by caravan? How fast are caravans? If there are no economies of scale and if caravans are pretty fast, then there's a lot to be said for putting a few blacksmiths in every town. That way your shipments of both iron ore and swords are widely distributed and harder to interfere with - diffuse lines of supply. If caravans are pretty slow, you'll want to avoid backtracking, which will change as the front lines change. That seems like one of the situations where using number of buildings will lead to trouble -- a major production site which was close to the front lines may become a rear area quickly, and the player may wish to shift production to, say, a newly captured large city near the new front lines. Depending on how the caravan system is set up, there may be no efficiencies to shifting -- if the iron mine is in the west, the old production city is in the center and the new city is in the east, then iron has to go east anyway. Having it make a stop halfway and get converted to swords is just as fast as if the sword conversion occurs at the end.
2. Overriding the AI
At that point, if you have a diffuse production network, you're getting pretty close to option #2, which would be fine in my opinion. If you are not getting close to option #2, then it's likely because there is a reason to care about the caravan routing -- but in option #3 you have no direct control over the caravan routing, leading to an exercise in frustration.
I guess I'm concerned that option #3 may try to make some of the details important without providing adequate tools to address those details. I do not like option #1 at all. Micromanaging trade routes makes me shudder. I'm perfectly happy with option #2. Option #3 could work provided that the AI's allocation of resources matches the player's intent well, and/or there is a relatively simple way to prioritize production to override the AI.
1. Everything is a resource.2. Resources can be processed into other resources (iron to swords, crops to food, crystal to potions).3. Resources are sent automatically to other towns based on the resource needs of that town. No micromanagement, no AI.4. The fun of this portion of the game would be in watching your empire grow organically.Example:There are no ratios to set. If I build a town with a blacksmith, then one presumes I did that because I want to produce stuff that requires a blacksmith. If I build (or upgrade) more blacksmiths, then one presumes this town is a place where I want to crank out a lot of stuff.Similarly, if I build a town with multiples barracks it presumes I am trying to train soldiers which means that stuff should be shipped there, particularly if I’m in the process of building a particularly type of soldier.Caravans (which aren’t player controlled) send out regular shipments of resources to the various towns. When these shipments arrive, they’re available for use on demand or, if the town has a warehouse, they are stored.When players design a unit, they choose a category of weapon and that category of weapon (whether in the field or in a warehouse) will automatically upgrade as my tech gets better. A short sword doesn’t become a long sword or anything like that. But A short sword would automatically become a better short sword if I research tech that improves is in order to remove the complexity of having to “upgrade” units. However, the cost of keeping a soldier in the field will be fairly high and since soldiers come from population, there’s a real down side to keeping throngs of soldiers idle.In addition, by building roads, my caravans will arrive a lot quicker (3X faster). Similarly, I have to keep my supply lines secure. This also opens the door for a lot more trading. Rather than just having “food” you can have “crops”. Crops are processed into food and can be traded with other civilizations or used by special buildings (Inns, restaurants, etc.) to increase prestige (which adds to influence).It also allows players to have the game be very simple (just keep everything local) or highly sophisticated (have weaponry go through multiple processes – a magic sword processed by a Aereon Forge doubles its damage. The town with the Aereon forge is the one that would get on the priority list of magic swords and the Aereon blades produced would be sent to the town with the barracks that is producing your “Night Guard” or whatever you call your designed unit.But in this way, there’s no real UI other than providing players the ability to close down shops in a city or expedite their priority to get more stuff sent to them. The player remains the king/emperor and not a logistics manager but at the same time is the architect for success of their kingdom’s economy if they so choose.
I like this a lot.
Sammual
With the third choice added, I'd go for that one although I'm still very interested in option 1. In the long run, I think option 3 sounds like a nice middleground that would make the most people happy if there are enough ways to manually fine tune some resources.
But I'd still love to see the possibility for the first one being added later.
So.. no bears?
Anyway, I'd say that while I like the idea of Camp #1, it feels.. convoluted, somehow. It needs to be simplified, or have some really, really good UI work done on it. Governors are never good. Governors are always useless. Why? Because they don't do what is optimal. Because they don't know what you want. At the same time, not having Governors turned on could turn it all into a tiresome microfest. I like microing. I really do. But in all the microing, I tend to boggle myself down in work and then suddently realize that this isn't funny anymore. Galactic Civilizations 2, while a great game, tended to have this effect on me. At the same time, Fall from Heaven 2/Civilization 4 doesn't, and they are comparatively simple to the gameplay of, say, Galactic Civilizations 2 (and most likely, without a doubt, the future E:WoM).
I'm not sure I understand Camp #3 entirely, but I feel that it's a somewhat reasonable compromise.
It is very hard to give an adamant answer without seeing it in action. Which is, of course, completely out of the question. By the time you get that far in development, I take it it is pretty tough to completely redesign the system like that.
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