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.
Because you can't bankrupt a closed economy from outside.
Yeah, I guess there is a difference. Nonetheless it seems to be pretty non-fundamental. The overall economy in the game would be quite similar either way, the 'push' vs. 'pull' would mostly just affect the automation system. I would hope that whatever override mechanisms are in place will allow the player to make commands in the most relevant possible way. If I want to order all my iron ore from all my iron mines to be shipped to one city, I would like to be able to effect that from the city. On the other hand, if I want to split my iron distribution from one iron mine between several cities (in some way other than is done automatically) then I want to be able to do so at the mine (or in some management interface, which ideally would be constructed to allow you to make changes via both methods).
The pull method is fundamentally more suited to automation than a push method, but there is no reason why one should be favored over the other when it comes to direct player control.
[...]
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.
Well yeah. Automation will always be suboptimal, at least until we can plug our computers into our heads. Without being aware of our thoughts, the computer is forced to make strategic decisions based on an incomplete subset of relevant information. That said, I think that in most cases it can be done well enough with regards to the economy in the vast majority of situations. I think that a computer is actually much better suited to the task of handling a complete economy than most people, unless someone is willing to literally spend 20 minutes a turn with a spreadsheet in hand and carefully planning out the next several turns. In other words, I actually think that this might be one situation where, at the large scale, the computer would be better than the player. The player only really becomes important when something goes wrong, or something comes up that the computer isn't in a position to recognize (like a long-term player strategy). And in those cases, it's likely that the player only cares about a very small subset of the economy.
That said, of course automation is not a magic wand that will solve all the problems in the world. But I think that this is a situation where automation can truly shine (unlike, for example, Civ IV workers, who are consistently stupid with occasional bouts of intelligence). I think that in the case of a sophisticated economy model, it would be very feasible to create an automation system that would be consistently intelligent with occasional bouts of stupidity (or lack of foresight, or lack of mind-reading ability ). It's a problem uniquely suited to automation (if done well, obviously - and hence this prolonged discussion about it). The level of player intervention would vary from person to person. Some people might be happy to let the automation do its thing except in urgent situations, while others might constantly tweak things here and there each turn to make things just a little bit more efficient. But I doubt anyone would be seriously tempted to turn off the automation, whip out a spreadsheet and take complete control... That would just suck.
Saying, "it can't be done" simply indicates a lack of imagination. It would be difficult, for sure, but Stardock's specialty is UI creation. To display all of the information about all the distribution and management of every type of resource all at once would be foolish - it would be overwhelming and convoluted and downright unhelpful. So break it down into subsections, display the most important aspects of it on the overland map (maybe at the toggle of a key). Make it able to display your production lines. Chances are no one would be actively using all 110 resources at once, thus reducing the number they'd have to care about; the UI should take this into consideration and hide information about resources that aren't being used (this is more for MR than NR). If a player is not using spears, and is not making spears, then the resource management interface shouldn't be cluttered with information about spears.
Effect of workers is relatively local
That's debatable since when I set my workers to auto in CivIV they usually whizz off to the other end of the continent
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).
And you don't "micro basic" anything here.
The number of resources in option #1 and option #3 is the same.
The level of automation is the same.
The major difference between #1 and #3 is that #1 allows for player intervention if desired and option #3 does not.
A decent camp 1 UI (and AI for computer players and human-assistance) could be designed and implemented and maintained through the hundreds of changes to related stuff throughout development...
But it would take what, 500 developer-hours? 1000? 2000?
Remember, there's only a certain number of hours budgeted for this game, in terms of salary spent on the project. If they do a really sophisticated model for this piece it will take away from what is available for:
- a deep spell system
- alternate planes/sophisticated dungeons
- a good set of power tools for managing 500 cities (in terms of "what should it build" and other city config)
- good tactical combat AI
- advanced scripting options for AI and game python scripting (i.e. which script-callable functions they'll get around to implementing)
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Personally, I would *like* a living, breathing economy with meaningful resources flowing from point to point in a realistic fashion. I would *like* being able to smash that living, breathing economy to bits when invading enemy territory and have it really matter in ways that it should matter. And personally I'd help design said UI, though my AI experience is too limited.
But I don't want this project to bog down in one of its subsystems.
Stardock, if you could give us a better idea of how much development-resources each "camp" would take and what sort of tradeoff we'd be making, we could perhaps provide better feedback. That part of the discussion isn't so relevant when still batting around ideas and forming proposals, but it seems like that is winding down and we're suffering from tunnel-vision because this is the only in-depth piece we're getting to debate right now.
Thanks,
Keith
What gives you the impression that all faction economies are 'closed?' I'd be interested to see options for a closed economy and/or a barter-only economy during faction setup, but my impression of the GC2 model and the possible Elemental models seems to assume that open economies are the norm. How else can you explain tourism income in GC2 or automatic caravans in Elemental?
I have a lot of imagination. I can imagine how horrible it will be and you can't. All your "solutions" are just trying to reduce the problem, but they don't really help in a worst-case scenario when you have a huge map (Elemental feature) with a huge empire and lots of resources. At that moment, no amount of arguing how it may be "filtered" or "optimised" will help you. "It would be overwhelming and convoluted and downright unhelpful" (c) you
So, you just admitted that it will not work without even noticing it. Nice, nice.
Obviously, you can live just fine without tourism income. So, by denying a country a tourism income you don't bankrupt it. Besides, GC2 is a future economy so it's more free market-oriented. Wizards fighting for supremacy in a medieval fantasy setting tend to be less fond of a free market economy.
Besides, how exactly can you win an economic victory in Elemental setting? You think an enemy Channeler will let you buy his cities, or what? You think he's selling stocks? I bet he's more likely to send some Sky Drake "tourists" in your wizard tower and take all your gold if he'll see some rich and stupid poorly defended wizard. So it doesn't seem like a good setting for an economic victory.
You're more or less ducking my question about where you saw evidence that the Elemental plan is based on closed economies. But at least you ended up with what I take to be your real point, which is that you want a deeply combat-centered game and not what I (and probably others) would consider a 'real' TBS.
Whether or not Elemental is "a good setting for an economic victory" depends entirely on how the game is built, including both the back story and the mechanics. The fantasy genre in literature is far larger and richer than what has made it onto screens small, large, and computer-driven. An 'open economy' note is even in LotR, where Saruman is found early with a good stash of Southfarthing pipeweed and at the end we learn that he's been diverting that valuable Hobbit commodity for his own benefit during much of the War of the Ring.
A deeper combat system can add to the game what exactly? Other then problems?
A deeper magic system can add to the game what exactly? Other then problems?
This kind of thinking leads to games like Spore, which have absolutely no substance whatsoever. A good economic model gives people alternate paths to power, and more importantly ensures the game doesn't end the second we learn that you have Iron and I don't.
Hi Folks
here are my thoughts:
camp1- I like this a lot but could see where it would get to complicated for some people or maybe most people on a large map.
Camp 2-too simple (for me anyway)
Camp 3- This seems like a very workable compromise. A decent amount of complexity that could be either fairly transparent or allow some people to really manipulate the model. I hope with this option that you would still be able to attach the caravans-I love thinking about the stratigies or counter-stratigies you could employ.
Camp 4- Again, seems too simple-more going on under the hood but you don't have much control over it.
Fantastic theard/debate here-congrats to you all!
And at this point, I think it's necessary to take a big step back and look at the problem again. If you're looking at a model of the economy so saturated in tedious detail that you really have to interface with it through the crude means of an AI governor, and which you only really get to deal with when it goes wrong (can you be sure, also, when you're fixing whatever's gone wrong that you really understand the consequences of your changes?) - then, perhaps, it's time to consider other ways of representing it, ways that lend themselves to higher levels of abstraction. A massive and overcomplex economy that you need an AI to intercede with is, from the point of view of creating meaningful strategy, an unwanted distraction. This is why I found myself gravitating back towards camp #2.
Y'know, I've just had another idea (small children start crying, people start walking away really quickly): what if one used a hybrid system for equipment manufacture? Say, the basic stuff (leather hauberks, ring/scale/chain mail, spears, simple shields etc.) were to be made (in bulk, then stored in warehouses) in large Late-Roman Empire-style fabricae, while the more complex stuff (plate armour, cuirass, brigandine/coat-of-plates/segmentata. even splint mail, siege arbalests etc.) were to be made on-demand in smaller, more specialised armories? Afterall, plate armour must be custom-fitted to size otherwise you can't move in it (all the hinges are in the wrong places). Say, also that the mass-produced stuff may only be weakly imbued with magick (owing to their hastily-made nature); for more powerful enchantments, one would have to ask a master artificer. A reason for this could well be the addition of an endurance-based component. What I really liked about Dominions 3 was that troops could get fatigued. Being dressed in the finest full plate meant nothing if you fell flat on your face from exhaustion after running 200 metres. On such an occasion, a master-crafted highly magickal chain +3 would be better than a plate cuirass (which would most likely cost more to be enchanted with an extra 'Featherlight' charm, in additoion to the regular +1/+2 that may be desired). I was also thinking about a quality-ranking system for non-magickally imbued equipment, which would mesh with the mass-produced v/s master-crafted mechanism.
At any rate, for any part of my ideas to work, the transport system would have to be simplified to the very extreme. As I've stated previously, I don't mind, if (and as long as) this distillation/abstraction would open up venues for new interesting ideas. But some people just looove playing UPS dispatchers...
Say you attack an enemy, splitting his country in two. With universal resource storage, this causes only minor difficulties (after all, the enemy still can churn out pointy-sticks, have those pointy sticks sent into storage and then just built troops on both sides using those pointy sticks) compared to localised resource storage (which means he now cannot equipped his troops on one side with pointy sticks making them no match for you rock wielding troops).
Basically localised resource storage deepens the strategic choices you can make.
BTW my opinion is completely different to yours. I like 3 and 1
I'm assuming you're talking about GC2 and not the real world here... Because there are tons of countries in the world that due indeed draw the large majority of their GDP from tourism revenues. And countries have taken huge economic hits from drops in tourism.
Lack of imagination. A powerful economy opens up many options. Just to take an example from GC2, it was possible to survive with little to no military by financing others to fight your wars for you. This is actually great for the econ-centric player - you build up an ally and take down an enemy... Another advantage of a powerful economy, besides paying others to do your dirty work for you, is that you can quickly mobilize large forces (I am talking generally here - obviously we don't know how such things will work in Elemental). Just look at the United States during WWII. Provoking someone with a much stronger economy but a smaller military (in the real world and in most strategy games I've played) usually results in a few early victories followed by begging for forgiveness.
Also, I'd mention that in GC2 you can indeed buy and sell planets... I think that would actually work better in Elemental: in GC2 there weren't terrain obstacles and nearly every point is as defensible as any other point. In Elemental, terrain should play a huge part in border defense, and it may on occasion be worthwhile to sell a city to someone else (and thus profit) while simultaneously divesting yourself of a vulnerable position.
I have considered that. And if determining what resources get distributed where, and when, and maybe even how, were it, then I would probably be in favor of more abstraction. However, Camp #1 and Camp #3 economies allow so many options in so many other aspects of the game as well. Small nations could actually hurt large nations by harassing their shipping lanes - guerilla warfare becomes doable. You could take down opponents by crippling their economy, rather than by destroying their forces; and eventually their worthless economy will be unable to support their military, which will either desert or be disbanded. Other areas where such an economy would add strategy (without being artificially and annoyingly limiting) are in planning out city and road locations, border defense, and who you can afford to be enemies with. Even more options open up if the distribution system is applied to foreign trade (which I personally think it should ). There have been a couple threads about that, see here and here.
So basically, if a Camp #1 or #3 economy were only going to be in for the sake of the economy and wouldn't affect pretty much every other aspect of the game in wonderful ways (this is obviously my own subjective opinion), I'd go for more abstraction. But it wouldn't, and it would - so I won't
for another example see my above post. as pigeon says you have to see any possible economic system in context with the rest of the game
Camp #1 and #3 add something pretty important that I think a lot of people are overlooking here.
Feel
Option 2, while good in terms of playability leads to cities being largely divided into "strong" and "weak" Obviously, you're going to have all your best resources moving to the best location in order to produce units of the highest calibre. However, options 1 and 3 allow you to, and depending on how it's implemented, encourage you to specialize the cities.
You'll end up with your "industrial city" and your "alchemist city" and your "military city" etc. Combined with the with the way the city building has been described, this specialization will make your empire feel a lot more like a world from a fantay game and not just a "kill everyone" factory.
My personal preference is option 3. I kind of like the idea of autonomous merchants. I'm a king! I don't have the time to say where each individual sword goes.
Listen to Kefka! You don't want to piss him off! Did you see what he did to Gestahl?
Anyway, my vote is still for #1 or #3.
I think you and I are more or less on the same page (definitely regarding the feel part), but with a slight difference. I'm a king! I don't have the time to say where each individual sword goes. But I'm the King! If for some reason I care about a particular production chain or supply route, I should be able to affect it!
4X games run the risk of becoming mind-blowing spreadsheet games with so many options and choices that the player becomes overwhelmed.I support options 3 and 4, if my support counts for anything.I'm already managing armies, spells, diplomacy, battles, etc. There is a limit to the information I can process before the game ceases to be fun.The question, then, is how to accomodate players who want to micromanage every detail of their economy without ruining the fun for players like myself. Or, to be blunt, should they even be accomodated, if they only represent a small portion of the player base? (I'm not saying that they do, but you have to draw the line somewhere. After all, some people out there probably enjoy Master of Orion III )
As long as we have the same limitation in the information output in armies/battles, diplomacy, spells,... You need a balance in all the parts.
Your "question" was spelled as a rhetoric one as the answer was too obvious. Sorry, i'm not your parrot so to say exactly what you want. However, as you mentioned, i answered the implied question.
So, as i understand from that statement you don't consider Master of Magic a real TBS, right? I'm from a MoM fan camp so i beg to differ.
Well, i doubt that Saruman could have been able to steal from an relatively equal adversary like Gandalf instead of bunch of ninnies. You know, in Elemental you'll fight other wizards, not hobbits.
Empty words once again. You can't even elaborate on your own statement. It's not politics, it's a forum, so meaningless speeches doesn't help your cause.
That's it in a nutshell for me. But that shell is wrinklier than a walnut's on account of needing (deserving?) both some really hard UI work and some way above-average automation to support players who don't want much of their attention spent on 'the economy.'
Saruman != Gandalf. Saruman owns a tower and minions and an evil plan, Gandalf has what? a hat, a staff, a pipe?
They are not really comparable. that being said Saruman does steal his staff and possibly his hat too in one of the movies. So your point is moot.
He doesn't have to - Its a clever meaningful rebuttle of your previous posts.
Also you didn't mention bears so your point is double moot.
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