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.
As I've stated previously, I'd personally do away with the whole 'manufactured resources' thing. The materials and extra time needed can simply be rolled back into the final cost (and time) of the unit being created. This way you can have a greater variety of designs (thus easier to experiment with different combos) without the subsequent headache of managing a lot of different items. This way you can try scale mail, splint mail, coat-of-plates, brigandine etc. without having to actually make 2-3 pieces of 101 types of stuff. Steel bars/sheets (abstracted ingame as smelted steel) are taken from the local warehouse (or ordered from the nearest neighbouring one, in which case it will take somewhat longer) and used in the barracks blacksmith (the barracks already incorporates a built-in blacksmith and fletcher; they can be further upgraded to make more complex equipment, like fluted full plate or siege arbalests).
Edit: Basically, equipment is made on a 'need to use' basis.
Spartan, thanks for the Karma! What do you meant by different models in your Reply340?
Also pretty similar to what I proposed in #317 https://forums.elementalgame.com/352821/get;2222631
There are so many ideas floating around in here, its really great. Whatever choice they make, I hope it accomplishes a couple of important things well; giving deep and rewarding economic gameplay, and strategic economic choices for the player both in their own empire as well as in their dealings with other empires.
What I think is important:
1. There should be 2 types of resources, raw/natural (wood, metals, grain, etc) and manufactured (weapons, potions, etc).
2. Only natural resources should be created automaticly. All manufactured resources should be created as demanded by the player.
3. Once a natural resource has been processed by a town near that resource with the proper infrastructure, the resoucre should then be available to all towns.
4. Stockpiling and organizing resources should be straight forward.
5. Even though all the components of an item are considered resources, in general the player only worries about the finished product he wants produced. Whether that is an elite soldier with a +2 magic sword, or 20 magical potions.
As long as only natural resources are created automaticly, you can choose to create and stockpile 100 shortswords for a rainny day, and don't have to worry about the AI wasting your iron to do so. If done right, this really keeps the entire process simple and transparent to the player, but if you'd like to you can really get into the micromanagement and reap the benefits of doing so.
For instance: Lets say it takes 3 turns to make a basic infantry unit, with one turn of that time being used to make their spears. You can go to a town, and tell it to make the unit and 3 turns later you have one ready for action. If you had pre planned a bit for the need, you could have made the spears ahead of time, and when you needed them moved the stockpile to the town, and 2 turns later you'd have your unit. The time it'd take is basicly the same, but at the time you need them you get that infantry unit out quicker. The trade off being, you could waste the natural resource without ever making use of the item, and if the stockpile is in a captured city it falls into enemy hands.
This also lets you choose between trading, say, your iron or your shortswords. On one hand you're giving away weapons, on the other you don't know exactly what they'll do with the iron.
I just hope the economic system gives me the ability to be creative and flexible without the obvious headaches. I'm interested to see what they decide to do.
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.
I would like to add to this that when you actually choose to build units somewhere, all the resources needed that are not already there should be sent there ahead of idle towns.
example: you have a total of three towns with barracks and two towns that produce a total of 30 swords per turn. if the towns with barracks are idle and there are no priorities each town A B and C should get ten swords per turn (excluding travel time of the swords). Then (after a nefarious enemy turns all you stockpiled swords in these towns to bears) you decide to build 15 swordsmen in A and 15 in B. The game should recognise this and send 15 swords to each and none to C.
Here is another system. While I prefer to have a micromanagement system, it's probably not going to happen. So I'm trying to expand off of Camp 2.
1. There are only natural resources (wood, iron, crystal, horses, etc.)
2. When a natural resource is controlled, the player assigns that resource to a specific town. The player can change their mind later and assign the resource to another town. (Limit 1 resources assigned to a town, assuming max number natural resources in the game are 20)
3. The assigned town is the primary user of the resource. (Assigned iron town with a blacksmith can build swordsmen at a fairly quick rate)
4. Natural resources can be stockpiled in assigned towns. (Assigned iron town stores iron, Export on/off button, storage limit, but have upgrade options)
5. Natural resources are automatically sent to other towns that have unit build orders by caravans, the drawback is it takes time and small quantities are shipped (Non-assigned iron town with a blacksmith can build swordsmen, but they have to wait for the iron to arrive. Caravan and road upgrades lower the time and increase the quantities that can be shipped)
When I first read about the "camp 1" resource system, this is along the lines of what I imagined. Perhaps a bit simpler still.
There are many solutions to the complexity of the sophisticated system; and all of them have to do with automation. Basically the game should be handling every of distributing resources on it's own, no matter how complex. Then, if a player wants to, he should have access to sliders to tweak all these caravans in detail.
A casual player should be able to simply marvel at how these complex resource transports work themselves out (Sort of like in the Settlers games), while allowing advanced players to strategically affect chosen resource transports. As long as the player isn't required to manage the intricacies of resource management, you can make the actual resources however complex you want.
Why wouldn't you want to automatically stockpile weapons and armor?
If I have to manually create everything to have an efficient economy, I'll go batty. If there isn't any inefficiency in not creating them, the system is retardedly unrealistic and might as well be abstracted so they at least don't get laughed at.
If you're making too many swords, switch out production. Such insanity would be a nightmare.
Maybe that's your main aim, but it's certainly not mine. Well, it's one of my many aims I really enjoy playing strategy games in a variety of different ways. It's actually pretty rare that I win a GC II game via the same victory more than a couple times in a row, and I actually have a great time playing as a pacifist, an economic superpower and a diplomatic giant - or some combination thereof. In GC II it's actually not that hard to largely ignore the military aspect in favor of economy and diplomacy, which is one of its great successes. Warmongering is great and all, but there is no good reason why it needs to take ultimate precedence over everything else.
Which is why it should be handled automatically, which should be sufficient 99% of time. However, if caravans are potential targets, I will be extremely unhappy if the computer decides my caravans should go into unnecessary danger. In those rare cases, the ability to easily redirect them would go a long way. And quite frankly, it's not such a crazy notion for a ruler to have a say in important shipping routes, especially if they're in danger.
[...]Camp #3 is a much better stab at the problem, for this reason. A default "pull" approach is what you'll be wanting 99% of the time. Let the quartermasters handle getting the stuff where it's wanted, and only override them if there's a desperate need to get resources to some particular spot. Even then, if your supply lines are being thrown into disarray, it's important that you don't have to go to every affected city and click some button to reset its supply; this should probably be done automatically, and only override orders issued concerning the affected city should be questioned.
You just contradicted yourself. You're assuming Stardock intended for Camp #1 to have zero (or negligible) automation. To quote the OP, regarding Camp #1: "Part of the fun of the game would be running a proper empire (or letting AI governors take care of it)." I said it before and I'll say it again: other than the strange auto-upgrade idea, the only difference between Camps #1 and #3 is that automation was implied but vague in the former, and explicitly mentioned and developed in the latter. Camp #3 is just (vaguely) what Camp #1 would be if implemented well.
This is a creative new take on the matter of manufactured resources! I think I'd still prefer for them to be treated as actual resources, but if doing so would make the implementation of a good, sophisticated economy too difficult to do or too convoluted, then I wouldn't mind this level of abstraction too much. One thing I'd add is that for certain equipment (like siege equipment, magic swords, etc) you'd need other buildings besides just barracks. However, one huge drawback with this is that you'd lose the ability to differentiate your manufacturing centers from your training centers - thus forcing your towns to become more all-purpose and generic and removing the strategic aspect of specialization.
Training a new unit should take the longest time. Something like 10 turns. Once a unit is trained, upgrading his armor/weapon/helm (the only three slots we've heard about) should be instantaneous, provided the MR is available in that town. No new training required for upgrade.
Caravans should go the most quickly. Let's say that a caravan on a road should take 5 turns to cross a major continent, one side to the other (perhaps a quarter of the map under normal map sizes). If the largest map is 224 tiles across, let's make an assumption (cause I can't find any data) that a normal size map is 100 tiles across. A quarter of that is 25 tiles, and five turns means 5 tiles/turn. We want roads to matter, so let's make roads triple the movement. So, a caravan normally has a move of 2, with roads making that a 6. Close enough.
Builds times at factories should be between these numbers, with an average build time for sword, armor and helmet being, I dunno, let's call it 6ish turns. Training to max training should take 10 turns, with each 2-3 turns spent increasing the effectiveness of that training by 1 point, to a maximum of 5, let's say. Once you've made a fully trained swordsman, it shouldn't matter to him if the sword is wooden or adamant; he'll figure out how to make the most use of it, because he's...you know, trained.
Training mounts should take a similar amount of time. Training spellcasters and priests should be longer than that, with perhaps some increase in time as you go up in spell levels. Fireball wielders can come in 10 turns (maybe a level 2 spell), but firestorm wielders (level 5 spell) might take 50 or more turns to train.
What does this matter to the economy? It goes to the question of how fast things should go to provide a balance. If training is too quick, you'll always just build fresh, and scrap your old units instead of upgrading them (in CivIV, for example, upgrades are instantaneous, if you have the cash. If it only takes 2 turns to build a fresh, the only reason to keep old units around is the promotions, which I think we're abstracting to "training" here, unless there's another level of unit complexity that we haven't seen yet). If caravan movement is too quick, it (in the limit) essentially becomes a CivIV model again, where a resource somewhere in your empire means that resource is everywhere. The increase in sophistication here is just that we're limiting the total amount of resource that can be used per turn by making a limited resource production rate, not transport rate). If conversion is too fast, then you have the problem where caravans become less useful, since you'll just ship all your stuff to the frontline cities and convert it there, rather than try to build a network.
Thoughts for a Monday off...I just wanted to get them out there before the next week hit, and I lost it all out of my head.
Camp #3 is a much better stab at the problem [...]
In what way would option #3 be better than option #1 for the problem described?
Someone has taken up residence at a point in my supply line.
What determines that the supply chain has been cut? Since two cities don't have to be connected by road for a caravan to travel, the caravans might just move around the city. I might consider this too dangerous but since I have no control over the process, I cannot tell the AI what I consider a safe distance from an enemy city.
Maybe there is a safe passage around.
Maybe I have troops to protect my caravan.
Maybe it is vital that the resources from the city that is now cut off get transported to my capital and well worth the risk.
In option #3 everything is left up for the AI to determine. Since it doesn't know how I feel about the situation and I have no way to tell it, it will make unsatisfactory decisions.
No. Let me make this plainer for you.
Where it says "the iron ore is then directed to go to the city of Torgeto" in camp #1, this is a "push" model. This is made more apparent by the mention of the sliders and ratios directing how much of each resource gets sent where. We are directing the resources from their point of origin. To do this without automation is potentially a huge pain; instead of clicking a central point and directing things to filter into it, you have to go round every exterior point that needs to be redirected and readjust it manually. Readjusting things on a "pull" model, like camp #3 - even without explicit automation - can be done from that one central point, and this is true even if you forced the user to create each route from an outlying area individually. In one case you click on maybe a half-dozen different points and direct them each to one location; in the other, you click on the one location, and make maybe a half-dozen routes. Camp #1 has the potential to be relevant if sources of resources are few and their users are many, but with "everything" being treated as a resource, it doesn't appear this will be the case. Camp #3 is more useful if sources of resources are many and heavy users are relatively few - a much more common 4X case. There's still the issue of balancing the resource output of a rare resource being directed to several locations without having to click round all the cities it's being used in more than once (which you'll presumably do anyway to start construction of the units using the resource), but I suspect some kind of assignable priority metric would do a half-decent job on this.
There are a number of issues with AI governors, which are a different thing again. Unless what they do is immediately apparent to the player, there's a strong risk of them making decisions that the player wouldn't in their place and doesn't know they're going to make. This doesn't necessarily make them bad decisions, but the player either has to accept a niggling doubt as to what the AI governor is doing, or spend time watching it to see what it's up to, both of which lead to unsatisfying gameplay. (If you're just willing to assume it's okay and hope and make units with whatever resources it decides to grant you, you have no business telling us that you want a complex economy; you're not planning to deal with the economy directly, so you'd really be just as well served by a lobotomised model.) In the case where some invading army has severed your supply lines, knowing exactly what the AI governors plan to do about it is important, as it's quite possible that their plans and your emergency solutions do not line up. If the AI governors decide to all send the resources to a particular city that can efficiently make units to stem the invasion, they are deciding your strategy for you, which is miserable; if they sit on their behinds and cut all supply chains, this is liable to be sadly suboptimal; if they send them to the closest appropriate manufacturing point, this also may require some tinkering to get things functioning to your taste. Again, the "pull" model matters: it is more likely that you will want to redirect five or six cities to one or two locations than that you will want to direct these cities to a large number of locations, and so clicking on the destination and working from there is likely to afford the more compact UI.
In short, "automation" is not a magic wand that will solve all user interface issues, and thought needs to be given as to exactly what form such automation ought to take and what the interface should involve. Some of the details of that interface are already being discussed (sliders/ratios in camp #1, "pulling" resources in camp #3), and deciding on these details will constrain what automation possibilities are available.
I hope this helps.
Revising your supply routes will generally be faster with camp #3, as you're likely to have fewer major manufacturing centres than resource-producing cities. I agree, though, it's hardly a great solution either - once you have a complicated arrangement of supply lines, any significant disruption to them risks making your next turn a dull chore.
I am assuming here that the computer has some basic idea of supply lines being disrupted. If it didn't, that would be miserable for any supply-line-related model, as all of them would constantly force you to be watching out for things that could disrupt them and retailoring them. I am also assuming that there would be both general-purpose heuristics available on a "pull" basis (e.g. use only current stocks of iron in the warehouse; use only iron from local sources; use only enhanced iron, from anywhere in the Empire it can be obtained) and specific supply line overrides suitable for those cases where it's essential a resource gets from A to B by a roundabout route.
Without any general-purpose heuristics or automation, you end up with a spider web of many many individual orders that needs readjusted every time an enemy tears a hole in it, with each order that became broken being fixed. With some form of heuristics from the point of resource origin, all nearby resource originators may need readjusted when the hole is made; with some form of heuristics from the point of resource use, all nearby resource users may need readjusted. Generally, 4X games tend to have "hub" points where industry is maximised and armies gather, and this fits the latter model better.
Again, though, having to reroute supply lines around damage does become an increasingly painful chore the more supply lines you have to track; perhaps this is actually more of a vote for camp #2 than camp #3.
There's also an intuitiveness-of-UI issue with camp #3 in that, once you've been presented with a new resource, you can't just direct where it's meant to go from the point it's produced. This feels clumsy.
So, I guess I have issues with most of the camps.
Camp #1: easy at first, intuitive with new resources, unintuitive with building new manufacturing centres, quickly nightmarish when disrupted.
Camp #2: perhaps too simple (though I suspect that increased clarity of which towns are actually important will aid strategy, and the strategy games in which the most sophisticated play exists generally have a very high level of abstraction e.g. chess and go)
Camp #3: unintuitive with new resources, intuitive with new manufacturing centres, still requires work when lines disrupted.
Camp #4: seems to add a lot of complexity without adding much of value
Some UI which incorporates both push and pull options: this may be clumsy in operation, owing to its redundancies, and increases the risks of doing things without quite understanding their effects elsewhere, but it has the possibility of combining the best of camps #1 and #3. Still doesn't entirely resolve the need to change up the supply lines when an invading army marches in.
I'm actually leaning towards camp #2 now, the more I think about it...
I'm pretty sure Stardock is smart enough to have supply lines reroute further shipments around an enemy force.
I don't doubt that Stardock has smart people.
What I am saying is: Everbody is different. And so people will have different ideas about what the right decision is given a specific situation in the game. With little control over what the AI does in such a situation, its decision can only please some people and possibly annoy the rest.
Denryu, I’ve found that your Reply #317 is quite different from the PE I’ve suggested at #336.
You have suggested if there are multiple factories at various locations requiring iron, the iron mine will split its delivery to these multiple factories. My suggestion is that the factory required by the Last Order takes it all. Once the last order is fulfilled as quickly as possible, the 2nd last factory requiring the MR/NR will resume its production.Secondly, I don’t want MR goes into empire wide stockpile. To me, it will mean a trip to ship the MR there, and another to caravan it for unit production. If the stockpile you meant is completely abstract, it means swords manufactured in an Asian sweatshop will magically teleported to USA. In my PE, all MR is consumed immediately. Any excess MR goes into local warehouses and this should not happen very often. This happens only when the gamer explicitly want to stockpile certain MR, as an attempt to guess future demand of MR. These are some preference differences we have btw 2 suggestions. Anyway, I think PE that minimizes MR/warehouse management is the way to go. Gamer strategize on both the initial NR acquisition & the end Unit production just like most games. The middle, 110 MR production/distribution/caravanning should be of lesser concern to them. But still there are some situations that the gamers need take care (or micro) MR.
I just want to repeat that SD’s training concept is like if the new troops stay in the city for extra turns before exploring, the troop gets a bonus. I don’t see there is any fun/strategic value of training troops after it is well equipped; if one says this is realistic, it is arguable. In Reply #336’s PE, the unit producing rate of higher end unit should be lower. If a normal barrack can upgrade 100 Peasant to Soldier per turn, a normal Church can only upgrade 20 Priests per turn.I’ve offered a way to upgrade equipment for a priest/provide mount in my Reply #336. My preference will be similar to that. When a gamer orders a Priest to Bishop upgrade, the gamer pay gold & the game queue up the MR differences btw the Priest and the Bishop. Once the MR difference is produced (e.g. a new staff), a caravan will be enroute to upgrade the Priest. The upgrade will take cost less than buying a new Bishop.After reading hundreds of posts, I believe the general consensus of the best economy model will have the following traits:1. Proximity of NR reduce cost/time/risk for a Factory to produce MR or units2. Equipping all required MR completes the production of a unit3. Multiple MR is reprocessed multiple times by factory to produce higher end units4. Frontline city (settlement) has the ability to produce high end units, but at higher cost/time/risk5. Physical caravan transports NR or MR6. Gamer has the ability to fine turn caravan route, they should have little reason to do that often7. Allow city specialization, by strategic placement of Factory or Unit Producing Building (UPB)8. When gamer need to produce vastly different units due to change of need/stragety, the gamer change the placement of Factory/UPB. The change should be reasonable, instead of cost/time prohibitive.9. Minimize mirco of 110+ MR, by reducing the gamers’ need to manage its production/distribution10. Minimize mirco of 110+ MR, by using an efficient way to remove obsolete or unused MR.11. Minimize mirco of factory, by reducing factory types & their number needed12. Minimize mirco of upgrading units already produced; but we don’t want auto-upgrade.13. Avoid AI governor type automation.14. Avoid NR or MR teleportation in the economy model.I might miss some points, or you disagree on some points. But I believe these are the criteria that constitutes a good EWOM economic system.
I feel very stressed from reading all the posts asking for camp 1. If camp 1 is put into the real game I am sure I will play Elemental for a while and then get bored that I am playing a spreadsheet and not a game.
The success of Sins or Demigod have been because at the core, the basic concept and design is relatively simple. Simple is good it works for the most people. Their are those who love spread sheet games and their those who like super simple games. I think that the masses are typically some where in the middle and I say make a game for them.
Camp three sounds pretty simple, but I think that it could be tweaked a little to make a little more indepth on how much micro is needed in order to pump out an elite group of +10 ass kickers. It sounded to me with in camp three there was already some wonder how complex the system should be based on the multiple item requirements to the simple local methood.
Camp Three's idea is simple, takes the least amount of effort to maximize it's effect, and is also able to get more complex if needed. I say that camp three is the best bet for a fun and interesting game.
I am sure Elemental will be nothing like civ4, but the greatest compliment I could give is that it is like civ4. Civ4 is simple and yet complex. I have spent hundreds upon hundreds of hours in civ, and like civ I am sure the player will be more converned about some big bady knocking at his door than wondering why he still hasn't got that shipment of 5 ore so he can make 1 sword and send it half way around his kingdom and 30 turns later just to pop out one unit to go kill that bady. Maybe you guys want to play a game like that, but I don't because it would suck.
Going back to my Civ4 point, I think you will see that most people put the workers on auto-pilot. Sure they get stuck and spend a gizzilan turns building a farm and then a mill while the city is constantly switching in and out of stagnation , but it is done because micro'ing all your workers in civ4 is a pain in general and the workers can usually do it better. The Cities in Civ4 also love to select the wrong plots to use. If you are a expert civ4 player then every once in a while you check in all your cities and make sure the stupid AI hasn't sacraficed 10 units of production tile for a tile that has 1 extra food and 7 less production. Now Civ4 is super far away from camp 1 and the AI in not bad 90% of the time or at least 50% of the time late game, but I think it goes a long way to show that to make a even more complex system work then stardock must seriously code the heck out of a minor part of it.
I beg you guys at stardock DO NOT DO CAMP ONE!!!! I DONT WANT TO SEE YOU MAKE A BAD GAME!
Simple is indeed good, in a game where you have to react instantly to whats going on, like a Real time game such as Sins and Demigod requires. Being a Turn based game, Elemental has the luxury of allowing the player time to consider what they are doing. In this case, simplicity isnt necessarily the best choice, because a deeper economic system can really add to the game. What it comes down to more then anything is how complex can they make it, while still remaining easy to use and fun, which basicly means "How inuitive is your user interface?"
Doing camp one doesn't actually mean the game will be bad. Like I said above, it will be bad if implemented poorly. IMO I think SD can do Camp 1 correctly, they have the talent to do so. We'll just have to see where they go with it.
Seconded.
I remain in favor of Camp #3. Camps #1 & #4 are both needlessly complicated IMHO, while #2 is a bit simplistic (although still preferable to 1 or 4 if it were to come down to that). There's no way most of us are going to truly have the patience to manage 100 (or more) resources unless the system in place for it is heavily automated.
Going back to my Civ4 point, I think you will see that most people put the workers on auto-pilot. Sure they get stuck and spend a gizzilan turns building a farm and then a mill while the city is constantly switching in and out of stagnation , but it is done because micro'ing all your workers in civ4 is a pain in general and the workers can usually do it better. The Cities in Civ4 also love to select the wrong plots to use. If you are a expert civ4 player then every once in a while you check in all your cities and make sure the stupid AI hasn't sacraficed 10 units of production tile for a tile that has 1 extra food and 7 less production.
The beauty of CivIV though is that you can take control of your workers and you can give them direct orders when they do something stupid.
Here's a question: Would you blindly let CivIV workers handle all your resource management in Elemental? Option #3 as described doesn't allow for direct control over what goes where. All resource management is handled by the AI.
I would rather have a system like CivIV workers that can be set to auto-pilot but at the same time allows me to give direct orders if required. And that system is option #1.
I don't think it will be easy to calculate it for a game either. Say, what if you ordered some other unit in another city that uses one of the resources you need for a production order you're trying to calculate? What if there are many units like that, requiring different resources? I doubt that a simple formula will be enough. So to predict it in a complex case, you need to run a simulation of the entire process for several turns in advance.
But even that will not be enough. What if you'll order just another unit later? Or, say, you'll make another resource-producing/converting building. It will change the whole thing once again and your prediction will be wrong. In normal games, you can predict consequences of such change, but here even a computer will have a hard time calculating all of that so you'll not have a chance either.
So, you get a complex "black box" simulator, results of which can't be predicted even by a computer itself. How will you explain to a player how it works in a simple terms? There is no way to do it.
But there is more. What's the point of all that? You don't have a 10-turn advance warning or scouting in TBS so you can't plan ahead your production anyway. When you defend, it takes too much time to produce units on warning. When you attack, you just account that feature as some variable delay in your plans, but you don't need to know an exact number of turns, and it doesn't matter if it's just simple delay due to a production speed or it's some complex simulator running in background. So, that complex simulator is useless and counter-productive. You may consider checking the link: KISS principle.
No thanks. Effect of workers is relatively local while effect of resources is global so you should consider significantly more things so to control resources on manual. You don't control that many resources even in economic simulators, and even there they're being management mostly automatically (generally you only build resource-converting buildings or setup transport routes, but you don't micro basic things all the time). Why the hell do you want something more complex than an economic simulator as just a single small part of a game? More so, as a part of 4X strategy?
For what it's worth I'm voting for option 1
A deeper economic system can add to the game what exactly? Other than problems?
I think anyone saying that interface for management of 110 resources can possibly be "easy to use" is living in delusions. But i'll try to stay open-minded and welcome anyone to convice me that i'm wrong by showing me how exactly to design such a wonder of the world.
If you can't design such interface, then your entire argument falls apart. And you know, you can't do it.
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