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.
Yeah, but you are not King of America like..... nm. However, the point is, you are bringing your civilization back from a cataclysmic event that probably almost wiped them out! It's not like you have IMPORTANT stuff to deal with like giving the ambassador from Aingland a DVD collection or the Queen of Aingland a gold plated IPOD! Maybe getting those swords where you want them is the highest priority you have to deal with!
Seriously I agree with the gist of it. There should be some free market "invisible hands" at work, but you should also have the ability to direct every molecule within your realm if you wish to.
edit: 400+ posts. They are never going to ask us for input again...
Not intentionally perhaps, but they've already stated that the AI wont over-ride your decisions.
I'll want to be able to manually redirect to a safe route before I get nailed, assuming I can see it coming. The ability to do more than just react is a necessary component of a strategy game. I should be able to proactively adapt to the coming problem as a reward for seeing it coming. This mandates some level of manual control over routing. I'd be more than happy with a simple exclusion trigger for a given road or settlement. I'd also like an option to not propogate a resource to begin with, for instance I build some funky smithy of doom that's pumping out magic immune armor and meteor swarm imbued swords at a cost of a couple armies a piece. I don't want them spread out in ten different settlements, I'm going to be giving them to a single crack unit of insane power, not my regular armies.
I'm done. The infrastructure driven resource priority is now perfect. Come up with actual problems, things that will bug you and need fixed. The everyone is different mantra is pointless. Boring abstracted systems don't please everyone either, or most of the thread posters wouldn't be in favor of either 1 or 3. Pleasing everyone is impossible period, not just in regards to automation.
Stealthy units using the terrain to hide their movements intercept a trade route, capturing convoys and disrupting production, forcing the opponent to send troops to find and disperse them. Also known as convoy raiding. Must be faked or left out in a system that doesn't have actual resources being shipped from creation point to usage point.
The killer stack of doom that slays all before it, a critical flaw in nearly every tbs game ever created. Rapidly wiped out when you cut off the supply lines because tard has all his eggs in one basket and can't protect them from your balanced and well deployed armies.
You can't just protect key points when you have a real economy, you have to protect the whole economy. Control of your terrain becomes necessity instead of irrelevant, negating any sort of stack of doom tactic to begin with, as you'd never get off the ground unless you first secured your economy.
An all bear cavalry army, since it seems to be a popular unit, is impossible because you'd need enough bears to equip a massive number of troops. Bear cavalry can now be what passes for realistic bear cavalry. Instead of either really sucky and nothing like the real thing, or prohibitively expensive bear cavalry that no one can afford to use unless they're already winning.
I could go on for a really long time, but I have things to do. Abstractions tend to create balance flaws. We pass on friendly fire for simplicity, and it leads to an out of balance ranged unit, massively powerful in large numbers, completely worthless in small numbers. We pass on supply lines for simplicity and it leads to stack of doom armies wiping out everything in their path. We pass on a component resource system for simplicity, and it leads to one unit armies of all the best troop because you can, which leads to assinine rps balance systems that play out in ridiculous fashion and have terrible balance flaws anyway. Simplicity is bad when you're not working with something simple.
The Settlers: Rise of an Empire, has ten resources and 18 goods created from them. The interface for managing it would only be called work if you were a multiple limb amputee that couldn't work a mouse. No offense to any multiple limb amputees capable of using mice in spite of their condition. They don't even have a pathetic automated system, it's still maybe a minute in the entire bloody game with heavy use. One that is good could make the management of thousands of end products easier than just 18 are in that game. That's a real time game by the way.
Just because you can't do something doesn't mean the same is true for a professional game designer that makes a living doing just that. If Stardock can't, with their specialization in interface design, Stardock has mental problems that run very, very deep.
Never say can't in software design.
Say it would be cost prohibitive to design.
Say it doesn't match your "Vision" (TM) Sony and Verant Interactive.
Say your focus group didn't like it.
But don't say can't.
True. But option #3 as described doesn't give you direct control. So there are no decisions to override. The AI will handle it as it sees fit.
Between Camp #3 and Camp #4, I think I come down in favor of Camp #3. A few chief reasons:
I think Camp #3 would give the player more of a feeling of control at the strategic level; Camp #4 would end up feeling like a To Do list.
Just my 2 cents, of course - comments and criticism are welcome.
You could have the game ask which level of complexity the user wanted.
Personally, I really like Camp 1 as that would encourage raids and strategic strikes. Camp 1 would make some cities worth losing an army for, and some an acceptable loss. Camp 1 also makes more sense, as in real life you'd have to find a way to move your resources from the southern islands to the northern mountains. If Camp 1 was the option selected this would be the first game where something like hiring bandits to harass/steal shipments would make sense. Hell, if you had a powerful navy, or large army, you could almost super size your own economy by attacking trade routes.
Camp 2 is ok, but a little dumb. I hate finding a resource in a location where it is of no use. Being able to ship it makes far more sense. I mean think about it, you find some super awesome materials in a tiny tiny town far away from your kingdom basically in another kingdom. Your fucked. But if you could set a supply train to run the resource out the enemy may never realize the importance of the town, and you'd never need to build it into a power house to have use of the resources.
When a new order A and the previous order B uses the same MR(s), the time delay for the older order B is the turns needed to produce & caravan the MR(s) needed by the new order A (or less in some situation).I don’t see why the game cannot re-calculate this difference nor display this to the gamer, even when gamer makes a new order or build a new factory. On top of that, Camp#3 has the same issue, when local MR warehouse is emptied.The PE I’ve suggested always prioritize to finish your last order first. If you need to defend urgently, gamer just need to make sure the unit ordered is your last order. Please notice that whenever there is a long chain of MR re-processing, competition of MR exist btw orders. This applies to Camp#1 & Camp#3. For Camp#1, you need to re-route all caravan involved with that MR, it is tedious micro. For Camp#3, Frogboy has not mention how this is handled.I believe the Pull Economy I’ve suggested is very intuitive; if you think this is a complex, I cannot help.
Through some more thought, perhaps a modified version of camp 1 would make more sense.
For example, you have to have trade routes to send materials to a city, but once there you can store it, send it away or what not. You don't have to craft the swords and send them away, you can train the soliders there. You should be able to train soldiers and weapons.
By default an infantryman has a sword, shield, armor, boots, and a helm, you have iron reaching the town so you can build soliders. You don't need the individual items, just the know how to build the infantryman. However, you can craft weapons of exceptional power with certain resources and then arm your troops.
Resources -> Town -> Trade Routes -> Empire
Resources -> Troops w/regular weapons | OR | Resources -> Weapons of Note -> Troops
I mean really, why would you, the lord of the land, be concerned with collecting turning your iron into swords, then adding potions to buff them, then training soliders, then arming them. If your training soliders they should already be armed, you should choose to add to that armory, which should require extra resources. The same is true for soldiers of note.
To make it simplier you could make some resources fairly standard, food, gold, cloth; and have to collect wood, crystal, magic essence, etc... from special resource deposits.
So, total example. I have three towns, two are close to each other in the east, one is off in the west. I need to build more soliders for a war in the east, however, I have iron deposits in the far west, but nothing in the east. I setup several mines which report the the Western town, then I setup a trade route between the Western city and the Eastern city. This is so I don't have to build the troops in the west and then deploy them to the East.
Once the trade routes have the material in my Eastern lands, I start training the troops. Once at war, I find my troops are struggling, I need magic to assist them. I find some crystal mines outside a newly captured town, so I setup routes to have it sent to my two Eastern towns since they are already set to deploy more troops. The troops are then given specially crafted weapons to help turn the tide in the coming battles.
The nice part about this, is that even if the enemy is much weaker, they can try to level the playing field by sending troops to harrass my trade routes, disrupting my ability to field powerful troops. Adding a level to the game not generally seen in most 4x/RTS games.
What would also be neat would be bandits, which could be hired to attack trade routes and small towns that your Empire cannot reach with an army.
Either my modified version, or Camps 1 or 2, allow for Cities to matter. Which is always nice. It goes from, "I have four cities in my Empire.", to, "But I have Helfast, city of the Skies, where the White Battalion is given their angelic weaponry."
This matters a lot, especially I think, in a game like this.
Which is probably why myself and just about everyone else that's passed positive judgement on camp 3 have added a wish for manual over-rides of some sort. It's not exactly a complicated thing to do.
Hostile... I don't suppose you were born and raised in a monastary and never left? You're a dude, so I don't think hitting on you would be a good idea.
You are shooting down 3 out of hand because it can't please everyone. The concept of 3 is just fine. The substantive difference between 1 and 3 is not that 3 is automated, it's how 3 is automated. 1 clearly states that shipments will be controlled by ratios set by you, but that shipments are automatic. One could assume fairly safely that default would be an even split. There is also mention of a governor you could have manage them for you, which would perhaps send them to more relevant places than just everywhere. The default for 3 will be demand driven. Your iron will go to the blacksmiths evenly, as opposed to the towns evenly. Your town with eight of ten total blacksmiths would recieve 80% of the iron, at default. It would be less work to change that to what you need than it would to alter an even split.
Allowing it to be modified wouldn't be a big step, so instead of dismissing it, add to the chorus of requests to add manual editing to the system. In which case, we'll have a system of resource distribution that's just as sophisticated as 1, and easier to manage than 2. Brainstorming should never be restricted to an original premise, it defeats the purpose.
If this post also seems hostile, I'll gladly give you an example to compare so you can adjust your reasoning. I have plenty to pick from.
O RLY? http://en.wikipedia.org/wiki/Maia_(Middle-earth)
Also, we talked about Elemental economy. In context of Elemental, Gandalf as a rival of Sauron also should have had a tower and minions. So, you lose. Try again.
Saruman doesn't steal, he beats him in a fair fight. So that's actually favors MY argument that wizards don't really steal from each other like thieves and don't buy assets from each other like traders. They settle their disputes like they should - in a fight Thank you for providing arguments for my cause I guess i don't really even need to say something, you'll argue that you're wrong by yourself
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.
Ok, i see. That's what you consider "clever and meaningful". It's about as clever and meaningful as your posts. What's the english proverb for that? Birds of a feather flock together, i think.
Elemental =/= Middle Earth. Seriously, just because you think they should be that way doesn't mean everyone else must think the same way.
You're putting the cart before the horse. If you want a convoy raiding, you need just that. It doesn't require any needlessly convoluted economic system. Actually, it requires just as many changes in military aspect of the game as in an economic system so that's another reason why you should advocate a "convoy raiding" feature. With you approach, you'll get economic system that potentially may make convoy raiding effective, but most likely it won't (as nothing works as you desire just because of your wishes). With a focus on a convoy raiding feature, you'll get exactly what you want, one way or another.
Say, in Starcraft you have units that can evade main force (mostly flying units or flying transports, but some invisible ones too) that deal lots of damage but have relatively weak defences. Obviously, map design helps too. And it's very cost-effective to destroy the enemy economy because workers cost a lot, and you can't restore mineral gathering immediately. That's just an RTS without any complex economy yet "convoy raiding" is very effective, it probably wins just as many matches as a direct combat.
Now, let's try Dominions 3. Just about everyone here agreed that it's a significantly more complex game, "a real strategy" (while Starcraft isn't LOL) etc. However, can you really do a "convoy raiding" there? Not really, IIRC at best you have some spells and some specific tacics with domain spread. That's because the game is not designed that way. So, the complexity of the game or it's economic system doesn't really matter if you want "convoy raiding".
I agree that quantitative resources is a good idea as long as it's fully automated. That will be enough.
What you really said is that _flawed_ abstractions tend to create balance _flaws_. Hovever, if you'll think logically, you'll see that you have more control over a very specific abstraction (that was specifically crafted to reach the certain outcome) than over a complex simulation. That's because in an abstraction you're changing the outcome. In simulation, you can change only inner workings of the system with potentially unpredictable and unobvious changes in outcome. Since you have more control over an abstraction, it's always easier to balance an abstraction.
28 isn't remotely like 110. Don't you see the difference? LOL Well, i can't help you in that case. Besides, it was my point - even in economic simulators you don't control 110 resources. And even in worst case you don't control the logistics of 110 resources. # 1 is insane idea. I'm starting to like #3 where it's automated as much as possible. However, universal resource storage is better anyway (that is, as long as cities are connected, they're using the same warehouse for all their resources).
And there is no point to imply that i'm slow and my micro sucks. I'm a former RTS player and i out-microed everyone in Civilization 4 ladder on Future start (that era has highest micro requirments). So i bet my micro is much better than yours.
Fine, fine. Everyone else failed so far, and they'll do it. Right.
Of course game can recalculate it. But that means that former result was wrong, so with that system you can't predict when an order will be finished. Also, it's hard to display it to the gamer because you're giving order in one city and it delays production in another city. It's just as hard for a player to track these changes, let alone predict them. But i already said it...
I don't see the real need to pull anything. Most other games use one warehouse for all resources, and that's enough. I think 110 resources instead of the usual 1-4 (generic strategies) or 15-30 (economic simulators) is complex enough as it is. There is no need to make it even more complex. Each connected city should use the same warehouse.
There is a logical error here. In a resource-driven game, a much bigger empire will hold more resources and it will have a much bigger production. So, even if you disrupt it's ability to field powerful troops somehow, they'll still have more resources than you. And more production too so they can field weak units against your weak units and win (you're small so you don't have many resources and so you can't make strong units anyway). You're still doomed, one way or another. Resource requirements almost always favor bigger empires.
Somebody actually said Starcraft isn't a real strategy game?
I'm guessing you were also standing behind the Wright brothers, saying "nobody else has managed to do this Flight thing, you shouldn't bother with it." Human history is full of people figuring out how to do something that wasn't done successfully before, saying "its impossible becuase nobody has done it yet" is flat out wrong.
Yes, several people in that thread https://forums.elementalgame.com/345012/ - 1st post on 3rd page etc.
I'm a realist. You're an optimist. Realist is a well-informed optimist
Anyway, let's say our empire has 50 resources out of 110. If we want even the most basic overview, we need to know current reserves, production, consumption, import, export and total change per turn. That's 50*6 = 300 numbers on the screen, nice excel spreadsheet. We didn't even start giving any orders yet and we don't know any details about production, consumption, import or export. As a bonus, we also have 20 cities. That makes it 20 spreadsheets.
It's pretty obvious we want maximum control and flexibility with minimum complexity. And by complexity I mean looking at a screen and having no idea how what you are seeing REALLY effects anything in game.
I apoligize if this was previously mentioned. May i suggest that you shift your focus from Supply side to Demand. Let the player priortize Demand and let the AI handle the more complex Supply side. You retain complexity, supply lines, and depth with minimal micromanagement by the player.
I like camp 1 and 3, camp 2 and 4 don't sound like they would be much fun to me.
I think i thought of a way to keep micromanagement down to a minimum;
How about instead of making every single weapon or piece of equipment a seperate MR, you devide everything into different categories, and make these categories a MR. I'll explain what i mean by this;
For instance, weapons could be divided into the categories Single-handed, Double-handed and Ranged weapons. The category Single-handed would contain just about every single-handed weapon you can think off; daggers, short swords, long swords, maces, flails, axes, battlehammers etc. When you design a unit (there will be some sort of shipyard feature like galciv2, right?), you give that unit a Single-handed weapon. Then, in the designer, you can scroll through all the possible options this single-handed weapon could be and select one. The difference between the weapons could just be aesthetic, or (my preference) there could be small differences between each weapon. Daggers would be fast to use, but do little damage. Short swords woud be a little slower, but do more damage. Long swords would be slower than both, but do even more damage. Etc, etc.. Which weapons are available could depend on the technologies you have researched. The same thing can be done for the other weapon categories. This way, you can have an almost infinite number of different weapons, but you only have to manage a few MR's.
The same thing can be done for all other pieces of equipment like shields, helmets, and armor.
Before you ask, "What about enchanted weapons?", i think pretty much the same thing can be done for this. Instead of having a building that turns Long swords into "Long swords of Dragon Slaying +5", you have a magic shop that produces enchantments. These enchantments can then be shipped to where ever you need them. When you design a unit you can add one or more (depending on you tech-level) enchantments to a piece of equipment. So if you want a unit with a "longsword of dragonslaying +5", you give the unit a Single-handed weapon, select a Long sword, and add 6 enchantment units (5 to give the +5 bonus, one for the Dragonslaying enchantment).
Finally, i propose to make one weapon category available for free to every city that has a barracks in it. This would be basic weapons. These would be the most basic of (improvised) weapons like pitchforks, roller pins, big rocks, clubs or sharpened poles. All of these weapons can be found at home, or made by the recruit during training, therefore they should be free and not considered a resource. These weapons would be pretty crappy, but better than nothing, and make manufactured weapons worth a lot more.
Anywyay, what do you guys think of this?
You have a point that there's quite a lot of data to display, but the other guy's right on that there are better ways to display it.
Let's do a little interface design exercise. We'll begin with goals: we don't need to know everything all at once, but it should be easy to find the numbers when we do need to know them (nothing should ever be more than two screens away from the game map). We need useful overviews that we can interpret at a glance, both to locate problem areas and figure out which cities are our biggest producers or consumers.
There are three categories of data we need to know about--cities, resources, and trade. We'll take the list one by one.
The city overview screen is accessible from a button on the main screen. It contains enough information to be useful but not so much as to be overwhelming--a city has one single 'resource flow' rate (or perhaps several for different categories of resource), which denotes how much is flowing into or moving out of the city. It has a resource reserve, a similar piece of data, but for what the city has in its warehouses. Leave a space for a warning column--if the city is using stockpiled resources, or if stockpiled resources are nearly running out (tooltips saying what's wrong?)
The city detail panel is basically the massive spreadsheet, but it's relatively simple to take advantage of a massive spreadsheet when you know what you're looking for. Reproduce the data from the overview screen at the top of this one, and you know what needs your attention on this screen.
The resource screen is also accessible from a button on the main screen. It has a similar overview: flow rate, stockpile, and warning, but also something along the lines of 'vulnerability'--the strength or weakness of your economic network for each resource. A high vulnerability resource might have only one or two suppliers in your empire, and must be routed along one road over a mountain pass to get from the producers to the consumers. A low vulnerability resource might be produced by half or more of your cities, and may be routed a number of different ways to get to the people who need it.
The resource detail screen goes into more depth for an individual resource: list producers and quantities and consumers and quantities. The producers and consumers link to the city detail screen.
Trade you do as map overlays, city- and resource-centric, with a detail screen accessbile by a button on the map overlay panel. The city-centric view displays trade routes into or out of a city, tagged with the resource(s) they carry. The resource-centric view displays routes which carry that resource. The detail window is accessible by leg of the route.
That's just a rough idea, but it is certainly possible to handle interface-wise.
And that coming from me, who likes the hands-off approach from camp 3.
Yes everywhere you see "pull" economy vs "push" economy that is exactly what is meant.
I actually really don't like this idea. In general I'd much rather that the game prioritize my first order. Otherwise I could easily see situations where an early order is incredibly delayed or even completely stalled for indefinite periods of time, just because newer orders constantly supersede it. There should be a prioritize button next to the production queue which, when pressed, prioritizes the new order. This way orders are completed when you expect them to be, unless you explicitly reprioritize things yourself. This is both more intuitive and more practical.
Actually, Saruman tricked Gandalf into coming to Isengard, then simply imprisoned him. There was no fight (even if Gandalf could have contested Saruman, he couldn't contest Saruman and a fortress full of orcs and other nasties). There was no fight, just deceit. And regarding Saruman's activities in the Shire, he did steal, connive and shroud his activities in secrecy - largely out of jealousy of Gandalf.
In order to be able to raid convoys, there need to be convoys to raid. In an economic system that doesn't use convoys, there won't be any convoys, and thus there won't be any convoys to raid. I don't know how you can come to any other conclusion.
And regarding your strange comment about things not working just because we want them to - no shit sherlock. They would work presumably because Stardock would make them work. An economic system with trade routes and resource distribution lays the groundwork for features and content that many of us are excited about, it wouldn't make those features pop out of the ground magically.
For one, Starcraft is a RTS game not a TBS game and comparisons between the two genres aren't likely going to be very productive. Secondly, 'convoy raiding' (really, worker raiding) works in Starcraft because there are workers to destroy. If you have a system where workers and convoys and all that are abstracted away, what are you going to raid? You like to twist people's words to make it sound like they proved themselves wrong (when really you just ignore their point) - but now I get to say that you just argued our point for us.
Specifically crafted abstractions can cause as many unintended consequences as a sophisticated 'simulation'. Every aspect of a game is in some way connected to every other, and thus if you cut out or abstract away part of a chain of events or a mechanism that would normally exist, those other aspects can see completely unexpected effects. You are nonetheless correct when you say that simulations can often lead to focuses on unexpected (and sometimes undesired) things, but if done well they also give players more freedom and provide many more places to hide strategic decisions. A pertinent example: universal storage vs. caravan distribution. Universal storage is binary - you have something or you don't, everywhere; there is no opportunity to intercept transport of goods and disrupt economies via harassment and specialization becomes much less relevant. However, it achieves its goal of providing a simple, care-free method of 'distributing' resources. A caravan distribution model, on the other hand, forces players to make strategic decisions about where they want their resources to go (danger, transport time, and use all factoring into this decision); it gives players the ability to fight unconventionally, against any opponent (but probably most helpful against big scary ones). A system like this would definitely require more tweaking than an abstracted one, but it provides a wealth of strategy and depth and atmosphere that is utterly lost in the abstraction.
You're really good at not reading, and making a fool of yourself by laughing at people for things they never said. He said that in Settlers you control 28 resources with no automation and that it takes almost no effort or time. In Elemental, we would control a maximum of 110 resources (probably far less at any given time), and there would be heavy automation. #1 is only insane if you don't know how to read, considering the only difference between #1 and #3 is the method of automation, not the amount of it (though I agree that #3's method is superior, especially if it draws from some of the suggestions in this thread).
Like someone else said, "Everyone else failed so far, so it's impossible" is a philosophy which would lead to total stagnation. There would be no advancement of any form in any discipline in the world except through the occasional accident if we lived by that mantra. And besides, as far as I know no one else as tried to implement an economy like the one we're suggesting, yet alone failed.
That's only the case if not implemented well. Bigger empires will hold more resources and have higher production, but they also have more problems. They have larger borders to protect, larger distances to transport resources, more neighbors (and thus usually more potential dangers). The larger distance aspect is probably one of the more important ones. If you can disrupt a supply line in a large empire, it should cause much longer production delays than it would in a smaller nation. Caravan raiding wouldn't allow David to single-handedly defeat Goliath, but it does at least provide him with a way to fight, and in the case of a large-scale war between more than just 2 parties it could be used to devastating effect, I think.
You're reverting into your old habits again: lack of imagination. Displaying every iota of economic or resource information all at once with no qualification would be a dismal way of going about things. Even if they do resort to a standard spreadsheet UI (which I don't think is necessarily ideal), sorting would go a long way, and any resources that are in high demand compared to availability should be made prominent. Likewise, clicking on 'short swords' should display the relevant information about the entire supply chain. The most important information could be displayed on the map itself at the toggle of a button, including the actual shipping lanes.
Making giant static spreadsheets with all the information for every town is the straightforward, unimaginative and terrible way of going about interface design for such a thing. In other words: complaining about how bad such an interface would be (and thus how the idea is not feasible) is a waste of time, because Stardock would never do such a thing; and thankfully they are much more experienced and innovative when it comes to interface design than you, me, or probably anyone else on these boards.
You used the example of Gandalf vs Saruman first, not me. I was merely pointing out the sheer absurdity of your comparsion used in an attempt to support your points. See also the second bold paragraph below this.
Saruman doesn't steal, he beats him in a fair fight. So that's actually favors MY argument that wizards don't really steal from each other like thieves and don't buy assets from each other like traders. They settle their disputes like they should - in a fight Thank you for providing arguments for my cause I guess i don't really even need to say something, you'll argue that you're wrong by yourself.
It was clearly a mugging, a suprise attack; it wasn't fair by any means. Gandalf goes to visit Saruman and Saurman basically says "by the way I'm not a good guy anymore" at the end of their meeting and proceeds to wipe the floor with a compartively unprepared Gandalf.
You don't seem to get that there will be no Gandalf role, that characters in the vanilla version will most likely be good and evil versions of Saruman complete with their own little empires. They will therefore want to trade for goods they don't have and steal them if they can't trade. There will be stuff to steal and trade.Ok, i see. That's what you consider "clever and meaningful". It's about as clever and meaningful as your posts. What's the english proverb for that? Birds of a feather flock together, i think.
No that was me poking fun at you because you seem to be taking this whole thing a little to personally and seriously. His point (which may I add was easy to understand) was that adding a deep economic system is no different to adding a deep combat system or magic system. You, on the other hand, seem to want to make the game like spore which has left an incredibly bad taste on a lot of peoples' mouths for lacking substance. Also if you don't understand the bear thing, read the forums.
Kitkun - Unfortunately this game is set in the High fantasy genre, so inevitably comparsions to Middle-Earth will be made.
Anywhoo I still support camp 3
This is not directly related to the economy, but one thing that i don't wanna do is micromanage hordes of workers ala Civ IV(which is what seems to take the place of a decent economy in those games). What I would like to do is simply tell my serfs to build a particular building using a building selection screen and have them simply hop to it, rather than having to select any one individual serf.
Also I would like to add that in camp 3, if I actually begin to build troops in some towns with barracks rather than others, that all the resources that are required for those troops are sent to those towns first (if their stockpile does not have the required resources), then the rest are divided between the remaining towns that are idle and have barracks.
Also That I have the ability to state with manufactured resources I want to make. i.e. I have decided I will not field spears but pikes and halberds instead so I can stop my blacksmiths from making any.
Also Bear Cavalry should definitely be elite troops unless there are a plentiful supplies of bears around you. kinda like the Rohirrim except bears.
edit: pidgeon beat me to it regarding Saruman
Oy. That's just silly. Calling the greatest RTS of all time not a strategy game is pretty far out there.
If we're going to have to warehouse everything at cities we want to produce and move things around and such, yeah I can see how it's going to get complicated. I like games like that, so it doesn't bother me. If they can't come up with a good UI for that, they may have to abstract it some instead:
1. Have a single empire wide warehouse. When you mine Iron, it goes into the warehouse.
2. When you tell a city to make swords, that city needs to be connected. If it is, it can draw on the warehouse and make swords immediately (no waiting X turns for it to get there). Caravans can still appear on the map and can still be raided, but in this case raiding them would have to act as a production penalty on the town the caravan was heading for.
3. The swords go into the warehouse once made, and your troop producing cities can draw on them in the same way.
I guess that's a lot like Camp 4, actually. I didn't like that initially, but reading a few more pages it's grown on me a bit into something I could live with. It's less of a gamble for them then Camps 1 and 3 are, because those do have a risk of going horribly wrong.
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