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.
I admit the original math isn’t right, but otoh since we don’t have the game it can't be. I’ve reduce the compound rate to 5%. I want to make certain industry be a national competitive advantage, if the nation can work on it. An improved version.
Empire wide industrial Specialization (a desirable feature for Pull driven economy)1. All factories & all Unit Producing Building (UPB, e.g. Barrack) can be upgraded up to level 10. Each upgrade further reduces the 5% input material needed to provide same output; in a series of 1.00, 0.95, 0.90, 0.86, 0.81, 0.77, 0.74, 0.70, 0.66, and 0.632. Higher level building requires progressively higher building cost3. When any factory reaches the level 5+n (where n=1 to 5), all factories of the same type & of lesser level in the empire will be upgraded to at least level n without cost.4. The more factory types you have in the same town, the more expensive it is to build a new factory. A rough example will be:New factory’s additional % building cost = l * total types of factory in town * MAX(total level of all factories combined – k),1) , where k,l is a constant for balancing purposeGoals: 1. A town can specialize in certain industries to improve efficiency, but at the same time tends to crowds out other industries.2. Empire mastered certain type of factory/UPB means it has the knows-how to be effective in building similar factory at smaller city.3. Allow certain selected industry become a nation’s competitive economic advantage, produce extra MR for trading etc.Semi/Permanent Caravan Route (a desirable feature) A. Gamer can setup caravan route for any future resource production output from NR mines or Factory or UPB. X% of its future output per turn is caravanned to a specific location, where X=1 to 200. When X > 100%, it means it’ll remove any stockpile in the local warehouse, whenever applicable. This route can lasts Y turn, where Y=1 to ∞.- It is not exactly a pure PE mechanism. It is also micro. But I realize that some amount of manual caravanning is needed anyway even for PE, why not make it nice & make it set it and forget? This feature alone can simulate some kind of push economy Camp#1 (& thereby the issues comes with it)- If gamer has to setup caravan only 1 turn at a time instead, I think they will get annoyed very soon.B. Unit stacks can also be the caravan’s destination.- It can then used to upgrade the stack’s equipment, or as a supply (of food)-Or it can be used as a way to represent the unit stack is protecting the caravanC. Caravan route can be adjusted manually using Rally Points.D. Caravan route has a label showing (to you & ally) why there is such a caravan, e.g. if it is a part of producing certain unit from an order at town Z.I like camp#3 most amongst the 4 choices, yet I find the following aspects of it troubling worth discussing.The problem comes from the fact that factories can most likely produce several manufactured products. Say, the amount of Iron received is proportional to the number of barracks in the city. If the blacksmith can produce both Sword and metallic armor, but because I want this game to be a spearman only game I don't want a single sword at all. It will mean the sword it produces is a complete waste.SD Devs can make it that when gamer build a blacksmith, gamer can disable its sword production. After a while, I don’t want spear anymore, I want sword instead. I've to reverse these changes by looking through all blacksmiths I've.When we have many more factories in mid-game, this kind of micro will fester as the chain of reprocessing MR become longer that the demand for a particular MR changes very often.Camp#3 has the tendency to waste resources (NR or MR), or leads to micromanagement at factory tweaking level. Any thoughts? I've not much mentioning of Camp#3's problems (other than the MR autoupgrade OP mentioned). There should be more.
I've double posted. The forum does not show my first attempt to post after I post.
you could authorise what should be built on a global level rather than a local one
And to make it easier, maybe Stardock could implement a feature where you can specify, "I want X number of Y troops to be built and sent to this spot in the shortest time possible," a small screen could pop up with a list of a few of the quickest options including whether they already have production queued and an option to override/add to it. Because, while I also consider this a plus, I do sympathize with Ellestar about having to go and manually try both options to see which is faster.
Some level of waste elimination could work nicely at the basic level, but it's much more reasonable to increase the original inputs and productivity. That wont defy physics, or invalidate a multi-step refinement process by making the harder to get perversely more cost effective and plentiful.
I don't understand your last sentence, but I'm 95% sure that I agree with you A small boost in efficiency would be fine, but it'd be better to boost overall production and quality of produced goods.
Yeah I think the once every few turns part there is key. If caravans are shipped from every source of resources to every destination every day, caravans will cover everything...
Voted! Nice survey, Denryu!
Yeah, you get rid of per-city storage and revert to the, "I have an iron mine a million miles away so all my cities can use all my iron anywhere, any time" syndrome. And even worse, the "I just captured an iron mine, and now my city a million miles away can start producing iron armor!" syndrome. And even worse, the "I have an iron mine on an island in the ocean on the other side of my enemy, now all my cities can make iron goods!" syndrome. You could avoid the last by requiring roads to connect goods (like Civ IV), but there's no good reasons why Caravans shouldn't be able to travel without roads at need.
And yes, you would reduce the number of screens (although city-oriented resource information could be combined with other information); but you wouldn't ever (or shouldn't ever) need to go through looking at city-specific info for more than a few cities a turn even if you have 30. And a good, contextual interface with clever organization and sorting that displays the most important or desired resource management information could probably do away with having to look at city-centric screens even that often. Especially if you add in a nice trade-route map overlay interface (a picture's worth a thousand words). Again, you're too focused on the notion that the only possible way of displaying this information is via innumerable monstrous spreadsheets, and that's just wrong.
And you are hardly managing resources at the same level of strategy you would be if you forego universal storage. With universal storage all you care about is having the resource, the building to use the resource, and where to use it. But the decision of where to use the resources is trivialized by the fact that you can use any amount of it anywhere. With distribution, you have to plan ahead. If someone sneaks an army up to a poorly defended border city of yours, with universal storage you can whip up an army on the spot in the few turns' warning that you have. With distribution, unless you had the foresight to maintain a reserve of resources just in case, your opponent will be able to take advantage of your unpreparedness. Also, with a distribution model, location becomes more important (of both resource sources and cities). Having your iron mine on one side of a large nation and your main production hub on the other would be a poor decision; there is incentive to take risks, and even to control and fortify resources even if they're close to danger if it means being able to supply another section of your empire with quick access to it. The list goes on and on - there are so many things that are lost in a universal storage economy.
Well, that's one of my desires, yes, but only indirectly. It's true that effective convoy raiding could help reduce the Stack of Doom problem, but more importantly it just adds another layer of strategy. There are many things that contribute to Stacks of Doom being so effective - scouting is a big one for sure (and another thing I'd like to see improved, via magic, units, espionage, or any combination thereof), unit caps, and even typical TBS economies (they tend to encourage mass producing your most powerful unit and nothing else). There are others as well, but there are several threads on threads on these forums listing them all and discussing possible solutions.
And regarding raiding not being economical - well, that's something that could be made economical. Generally the only way to raid in TBS games is to pillage a town - but doing that requires having a large enough force to take the town, which defeats the purpose of calling it a raid... Caravans would provide much more vulnerable targets to raid, and thus could help make it more economical.
But, like I just mentioned, it's possible that with a minor amount of work, the presence of something like caravans could go quite along ways towards making raiding efficient. But, it seems like on the issue of raiding in general, with or without caravans, we are in agreement.
The micro (which I still think could be made minimal) is not the inherent advantage that comes with a good distribution economy. The advantage is manifested through the innumerable choices and options it opens up - offensively, defensively, and organizationally (by which I mean the layout of your kingdom and non-military areas, including economy, diplomacy, etc). I have outlined (several times) the strategy that would come with a distribution economy, so I'm not going to go through it again.
Being offered a job (which you didn't take) doesn't imply expertise in the field; more often than not the expertise comes later. So you're a professional programmer with a little knowledge about AI and as unfamiliar with UI design as I am. To me that doesn't sound like enough to go on to accurately judge the feasibility or effort required to design a good game UI.
No, I hate micro. I stopped playing Civ IV because of workers. I will, however, accept a little bit of extra micromanagement here and there if it means it gives me many more interesting things to play with in exchange. And, with one warehouse you definitely still need to prioritize. Prioritization is not an artifact of distribution, but of limited, quantified resources. Priority only matters if you don't have enough (even with caravans, if you have enough then caravans will automatically deploy everywhere, negating the need for prioritization...).So even with global storage, if you have enough Bears to train 2 Bear Cavalry per turn and you want to train them in 3 cities, you have to choose which is going to wait. Or if you have enough bears to train 10 Bear Cavalry and you have 2 cities set to build 5 per turn when suddenly an enemy shows up near a third, when you order that third city to build 10 Bear Cavalry you are going to have to somehow indicate that you want the third city to have priority over the first two.
I actually have to confess that I've never played MOO II, though everyone tells me I should go find it. That isn't exactly convoy raiding, though it does fall under economic disruption. How did food transfer work? Also, have blockades universally reduce production is an inelegant solution. In a distribution economy, blockading a city would affect production only if supplies run out, but until then the city can go on normally. If a city has 50 tons of iron laying around there is no reason why sword production should be slowed until it runs out. But once it runs out of iron, production shouldn't just slow, it should come to a halt. Ships could occasionally run blockades, but resources hardly ever get through a siege.
Camp #1, Camp #3 (and therefore a full-fledge caravan system) would not be worth implementing if the only thing they accomplished was putting caravan raiding into the game. Don't pigeon-hole the economy into so specific an area, though - the economy affects everything in the entire game; it affects most things directly and the rest indirectly, and so whatever economy is implemented will have far-reaching consequences. It just so happens to be my opinion that the consequences of a Camp #1/#3-like system would be amazing and wonderful, with the small trade-off of a little extra micro. Any system that uses global storage is just the same old all over again, and in my opinion a tremendous lost opportunity for Stardock and strategy gamers.
Just FYI, with 25 surveys taken camp 2 is getting destroyed. I'll post the full results of the survey later tonight, So if you haven't voted, pls do so. Camp 1 has the highest rating with 3 just a smidge behind.
By the way (and I will post this with the results later) the weighting is Hate = -2, Dislike = -1, Neutral = 0, like = +1, and Love =+2. So that will give the "rating average" a little more context. Surprisingly, there are some features that are almost universally loved and a couple that are Quite Hated.
@ Pigeon I really enjoyed your previous post, it seems like we are sharing a 90%+ same viewpoint on the economy, your concerns and wishes seem to be pretty much the same as mine.
I think Psychoak's idea of improved efficiency only being a bonus of the early upgrades, or maybe every other upgrade or something. Upgrades don't need to be uniform and can impart special bonuses at different levels, as well. Anyways, the numbers themselves aren't really worth debating as that's not something we can intelligently discuss without having much more information than we do.
I don't like this. I'm much more in favor of positive reinforcement rather than penalties. The more factories you have of one type should make it cheaper to build more of that kind of factory, and leave the costs of others unchanged. There have also been several discussions about having synergies between buildings to make specialization more efficient (and yet still encourage not spamming the same building over and over). I can't find a link to any of them now...
The gist of the idea, though, is that as you specialize you increase efficiency/quality/etc. This way, a diverse city isn't penalized but a specialized city is rewarded. The difference isn't huge, and it's mostly psychological but I think it's an important distinction.
Yeah, that is one of the tricker aspects of it. It's the reason why I've flirted a little bit with ways of simplifying the MR side of things without breaking the system. One way is to make it that blacksmiths only produce when there is demand or if you tell them to (either as a one-off order or a continuing order).
Also, any time you think of something like, "Damn, that means I'll have to go city-by-city to adjust X" it means there should be some way to do so on a single screen. We should never have to go through each or even many of our cities to make some small adjustment. Having to do so is an indication of poor UI.
I think maybe the best way of handling the MR problem is to implement production chains. Something like giving cities standing orders like, "Produce spears and swords, but stop once X and Y respectively have been stockpiled." This wouldn't totally get rid of waste (and thus there'd still probably be the occasional person who'd feel compelled to delve into micro hell for the sake of optimization), but it'd limit it. Maybe someone more creative can come up with a better method of implementing efficient Production Chains which could dictate production and use of MR.
Climber, I still think you're crazy. You can get increased efficiency simply by improving the rate at which a factory performs. You don't need to do anything squirrely like multiply goods. I can't even wrap my head around it. You're taking ore, and using less of it to make a sword, check. This makes sense by burning off less of it, etcetera. You then take that sword and turn it into more than one sword... uncheck. A sword doesn't turn into two swords by getting more efficiently imbued with magic... That physics defying sword is equipped, with equally physics defying armor, on a physics defying more than one person... It's crazy. Even if you decrease the effect, at best you're still multiplying finished products in the unit producing buildings, and probably before then. It's so weird it's bugging me just thinking about it. If I played a game that did that I'd probably go batty.
The magic sword duplication process. You can't efficiently turn one sword into two and a half enchanted swords.
For the drawbacks of Camp 1 and 3.
1 requires significant management. You'll have to adapt to every change you make in your production to maintain efficiency. When you aquire a new resource, either by refinement or natural exploits, you have to set everything up for it. When you aquire a new point of production, you have to adjust the sliders to account for it. It's work, I'd estimate at least 30 seconds a turn for 30 cities and 110 resources. You'd be spending a few minutes adapting to major changes every so often. Keeping track of it will also require a lot of thought. When you boost production, you'll need to factor it in as a percentage of the total to accurately adjust the sliders. I prefer complexity and work to simplicity and no work, I'd much prefer this over 2.
3 requires no management at all for basic function. Resources will go to places that utilize them. You will only run into trouble when you have a resource of highly limited supply that can be used by multiple points, but you only want to use at one point. It will then be shipped erroneously to those other points, and moved to the intended destination when you go to use the less than conveniently present resources. If you fail to utilize production, you will also have less than conveniently present resource at those points of low utility. Just setting up what it will do automatically is most of the work involved in 1. Without minor additions however, you can't set it up to do what you want, just what you've built for. I consider this a trade off, not a negative. Resources will be where production is at, so in a pinch, when that production is needed, your resources will be there already. The drawback to rainy day savings is lost optimization in the mean time while the resource store is being filled. They are capped remember.
For producing spears and swords. I'd prefer point of production control to system wide. A management system similar to implemented in the Galciv series, where you can stop production of a unit system wide and replace it with something else would be nice to have on top of that. If they are to auto upgrade, which I don't prefer, the problem is largely irrelevant. With a reasonable UI design, something I'm sure they can deliver, it shouldn't be much effort at all to find and switch out the offending productions. If they don't auto upgrade, a system wide command to switch production from one type to another is needed, but solves that problem all in itself.
I understand the irritation in having to find the stuff and switch it when you want to build something else. However, I consider that to be something you should be considering when designing your production system. A logical system with clear mechanics will reward the player with it's ease of manipulation. It's like building your production centers near each other in an orderly fashion with standard RTS games. Having a centralized, quickly accessed group is more efficient than pecking through the large base filled with other buildings. If they aren't scattered all over creation, you wont have to run all over creation to access them.
Not much help if you have 30 cities, but you're the crazy bastard that wants to have 30 cities and play a massively complex game. It kinda goes without saying that having six cities producing arms is going to take a lot more work than just having one. You have to choose between losing the depth, or doing the work required for the scale of your game.
A production page, preferably with categories, listing the sources and their outputs, with the ability to change it from there, would probably solve any concerns from someone just not interested in a deep economy. It will still be a lot to go through if you have 200 production sources, but like I said, you have to do the work for the scale you're after.
I love Option 3 the best by FAR. Still, it needs to have the ability to 'turn off' buildings in cities that you no longer want to have caravans shipping resources to. I would prefer the choice to make buildings 'dormant' than to being forced to destroy/deconstruct the building to regain a % of resources and to free up space (of course, that should still be a choice)....just in case you suddenly need that city to produce that type of resource again.
TOO many games use a dumbed down 'GLOBAL STORAGE' and 'INSTANT TELEPORTATION DISTRIBUTION' of resources.....please don't do that to this game. Let the AI use caravans to move ALL resources on the map to the locations the resources are required. I am particularly enjoying the thought of Caravan raiding to mess with opponents production.
Hmmm, maybe troops can be assigned to travel WITH/WITHIN caravans to guard them from light/fast enemy raiders instead of just independently patrolling the roads?
As far as researched tech upgrading units/buildings already deployed, here is an idea. Once you research a new tech level, any units/buildings that are built from that time onwards get the benefit of the tech. HOWEVER, units/buildings that were already deployed have an 'upgrade timer' that starts to run. So, after 4 turns (as an example), those units/buildings that were already deployed will also gain the tech upgrade....think of it as the new equipment/resupply taking a bit of time to filter down to the troops and facilities.
*It might be an interesting touch to make troops that move around (or buildings that produce stuff) each turn take longer for the new tech upgrades to reach them. For example, a troop that remains stationary will be upgraded in 4 turns. However a troop that moves/fights each turn will take 8 turns to be upgraded.
Finally, I hope there is a limit on cities in this game. I hate games that become a race to see who can build the most cities to support their economy/military....sort of like a settler rush! Maybe available citie zones on maps should be predetermined during the maps creation. Or maybe available city zones can be determined by the distance from other cities (just make it a very long distance). Or maybe city zones availability can be determined by proximity to water and ariable lands. Or maybe you guys have already figured out something completely amazing!
To sum up, I REALLY like Option 3. Option 1 is okay, but is so complex I think it will fall apart AND turn off a lot of potential gamers. Option 2 is too simple. Option 4 is the worst case scenario.
...Finally, I hope there is a limit on cities in this game. I hate games that become a race to see who can build the most cities to support their economy/military....sort of like a settler rush! Maybe available citie zones on maps should be predetermined during the maps creation. Or maybe available city zones can be determined by the distance from other cities (just make it a very long distance). Or maybe city zones availability can be determined by proximity to water and ariable lands. Or maybe you guys have already figured out something completely amazing!To sum up, I REALLY like Option 3. Option 1 is okay, but is so complex I think it will fall apart AND turn off a lot of potential gamers. Option 2 is too simple. Option 4 is the worst case scenario.
Welcome to the forums! As far as limits on niumber of towns - I wouldn't want their to be a hard cap, but what they are doing is because the lands are so messed up after the cataclysm, Channellers have to use a part of their NON-RENEWABLE very powerful and valuable essence to heal the land. So if someone did go the route of creating huge numbers of towns, there would be a trade off as they would have that much less essence for doing other things.
Also, a large empire is harder to defend, it would suck to invest your essence into the land only to see chunks of it taken over by your opposition. So I think your concern will be addressed. And while I like the above, I would really not like them just putting some arbitrary limit, hard cap.
You could still raid caravans if we had the concept of spreading an army out over an area. This would, perhaps, expose said army to destruction in detail, but would allow it to plunder villages, raid caravans, tramp on the flowerbeds, etc. Ancient armies' foraging parties fought all the time. Heck, Gettysburg started where it did due to a Confederate foraging party looking for shoes.
Let me guess and your vote counts as two (2) because you are more equal then her.
@Para - welcome to this side of the house brother.
@Climber - do a search for Global Modeling. There are at least 25 good ones I can think that public information is avaliable on. Speaking of which the The Global Dilemma: Guns or Butter would be a since starting point. Another one I like a lot is the IFs90 - International Futures. It was developed by one of my former grad school profs.
Whichever option gets adopted, I really don't want automatic, instantaneous empire-wide distribution of resources. Resources from far away should take time to get utilized, even if I get a steady flow once the "pipeline" is primed. Roads needn't be a hard requirement: ships can transport very well, and rivers can be great resource transportation systems. Keep in mind in the ancient world roads were rare and expensive propositions for most empires: Rome was somewhat of an anomaly, though I recall various Chinese dynasties had a good road infrastructure as well, at least in parts of their various empires.
Navigable rivers beat roads anyday: cheaper, faster, and you could carry more for less cost in people and draft animals.
Keep in mind in the ancient world good roads were rare and expensive propositions for most empires: Rome was somewhat of an anomaly, though I recall various Chinese dynasties had a good road infrastructure as well, at least in parts of their various empires.
I agree with the first paragraph
The second one has be edited to be a tincy bit more accurate. I would suggest there be different levels of roads ranging from dirt to gravel to paved or something like that.
It might be safe to say the 'Chinese' (depending on what you mean by that) 'invented' most any major pre-industrial tech innovation you can think of, although they sometimes abandoned something for internal/cultural reasons.
Bureaucracy and crossbows come to mind in the former category, and a sort of brass/bronze predecessor to Gutenberg's movable type is in the latter group. (Movable type is just not quite the same thing for a pictographic writing system as it is for a phonetic one.) As far as roads, I'm pretty sure that they had the first 'national standards' that tried to ensure all wagon axles were about the same width so that the ruts in wagon roads would fit almost all wagons.
It's problems like random road widths that helped make rivers and coastlines the interstates/railroads of the pre-industrial world.
Let's not go overboard here. The 'Chinese' invented much more than they're often given credit for, but because of that their contribution is often exaggerated (even though it needs no exaggeration). No other road system of the time could match the Romans', and the they invented all sorts of tools/methods to aid in road construction, and especially in measuring and marking distances. For example, the first 'odometer' was invented by the romans - a wheeled cart that measured the distance it traveled. It's how they had accurate road markers.
More on topic, though - I would love to see different types of roads with increasing bonuses. I kind of assumed they would be in, though. However, even more than wanting different types of roads I want constructing them to be expensive enough that you don't make all your roads to the best of your nation's abilities. Best quality roads should be mostly limited to connecting particularly important points of interest, or going along important trade routes; and lesser quality roads used for less important places.
I see this the same way I see military. Just because I can train and equip powerful knights doesn't mean lesser troops shouldn't be useful; just because I can construct paved roads doesn't mean dirt/cobblestone roads should become obsolete. Road construction was and remains an extremely expensive undertaking, and so creating great highways should feel like one.
I used shudder quotes and a "might." It was just a casual example, and maybe some passive-aggresive hangover from old dispersion-vs-parallel invention arguments. Inca string-coding sold me on the parallel side.
Back on topic, I want to see some economic modeling as rich as some of the ideas we've seen floating around here, but the more I read this and similar arguments, the smaller I want the actual 'tech' (Craft) tree in Elemental to be. I might feel differently if we were going to have a generational approach to the calendar, but I still doubt that the devs are interested in anything like that. If game time flows in anything like the super-fuzzy way it does in GC2, I think Elemental would have a better 'feel' if any changes to something like a road system came via enchantments and not someone getting better at knowing what material to put in which layer for a serious pre-industrial road bed.
Well, even if the time-scale is on the shorter side of things, I can come up with an appropriate excuse for allowing technology to progress decently regardless. Elemental is a post-cataclysmic world, not a new one. The people who will be joining our nations are remnants and descendants of a previous (and presumably greater) civilization. Some of these people will remember skills and trades from before, or will have had aspects of them handed down, and yet further information and skills can be rediscovered at a much quicker rate than if they had to be figured out from scratch.
We already know that the tech tree is going to be fairly small (and that the focus will be on the magic side of things), but I'd still like it to be comprehensive. Most tech trees have lots of different techs that do little things, make small changes. Elemental will have relatively few 'techs', but they should still be comprehensive. There can be a single Road technology that improves your road-building skills the more you research it. Just like there should be a single Bow tech, or Sword tech (and possibly variants for different types of said weapons). But not a Bow tech, and an Diamond-tipped arrow tech, and a flaming arrow tech..
Of the options presented, number 3 stands out. The idea of micromanaging the flow of resources is distasteful to me. Number 2 would result in extremely limited build options so 3 functioning as a simplified 1 feels most appealing.
What I want:
* The idea of being able to customize troops sounds fantastic! I am imagining this as when I'm setting up a unit for production I can select the level of training, a mobility option (none/bear/horse/etc) where some of those options may give bonuses to troop strength ect. Weapon slot, multiple armor slots (helm/shield/body/legs/feet) with each of those. I just am hoping that like MoM troops become more powerful with field experience.
* Resource management, like I mentioned before, micromanagement doesn't appeal to me, I don't want to direct what goes where and how, although I would like the versitility of not being limited to what the city can produce for developing my customized troops.
* I imagine that basic level resources could be exempt from micromanagement by following a model of sphere of influence. A mine has a set level of production, lets say 5 for the moment (which could be increased through onsite improvements). If a city were within a turn's travel of a mine it could have access to the full resources of the mine, whereas a city 2 turns away could only use half of the mine's production a city say 5 turns away could only use 1/5th of the mine's production. By introducing roads and improved transit, a city could better tap the resources of a mine. However also taken into consideration would be the maximum production of the mine so if you had 5 cities relying on a mine, each requiring 1 unit of iron, if you were building a smithy in a sixth city that would draw on the mine, you would get a warning that your request would overburden the mine, if you still chose to build a smithy, the production capabilities of all of the cities would be reduced to accomodate the needs of that additional smithy. Additional micromanagement could be achieved by shutting down production or reducing production on a per city basis, which would allow resources to be diverted to other cities in need.
With all that said, the game as described would be awsome in any of the proposed formats. I'm really looking forward to the beta!
Comparing camps 3 and 4, I prefer 3 because:
Having Empire wide distribution without roads seems a little silly
The warehouse idea has been used in many previous games and my experience with it is of it feeling a liittle tacky.
It might encourage ICS (sorry, infinite city sprawl, an old Civ tactic) if you got a basic rate at all cities, and it sounds like the amount of resources produced would increase with more cities, regardless of the state of the mine (or whatever) itself.
Having said that, I would still like there to be some sort of resource sliders, so a micro obsessivee could still fine tune it if he/she wanted to. However it would need to still be efficient without doing this.
That Doesn't even matter if it's with roads or without, empire-wide distribution is very silly and way oversimplified.
Camp #3 is the best but I have concerns about some of the imprecise language Frogboy uses to describe the priority for what gets sent where and in what proportion.
The proportions should be very hard-edged. Imagine a Kingdom with 5 cities. If only one city has a forge that city should get 100% of all iron shipments in the kingdom. If two cities have one forge each city should get 50% of the Iron shipments. If one city has 4 forges and another city has one they should get 80% and 20% respectively.
In addition the player should be able to put the forges in a suspended state so my one city with four active forges should get 100% of the iron shipments if city two has its forges disabled. If there is no active construction requiring forges in a city its forges should be automatically disabled so the player needn't micromanage this. Once production resumes using forges that city will start requesting iron when its forges are re-enabled automatically.
Of course if the warehouse is full a city stops requesting resources. Upgradeable warehouses will help ensure 100% effieciency by smoothing out the effect of shipment disruptions and lag time between enabling/disabling production buildings.
Good point. Roads of different techs would be nice.
Excerpt from Re-thinking 4X economics
A given land tile may have a metal resource on it. The player builds a mine on it. That mine then produces N units of metal per turn. That metal then flows to the keep's inventory (in the city). When the keep's inventory gets filled, it then starts getting sent out to other cities (little caravans start appearing on the map delivering this stuff). All of this is automated but evidence of a growing civilization. Players can build warehouses to store more inventory of a resource. A player can also build an armory which produces weapons which flow again into the keep's inventory and then into warehouses if built and then out to the country side to other cities. Players can build roads to increase the speed in which these resources make it (and incidentally, these caravans only go out sporadically so the map isn't going to be full of these units running around and they're not true units, they'll be almost like decoration except when attacked).
So when I go to build a unit, the amount of time it takes to build that unit is going to be based on decisions I made -- what am I equipping him with. How much training am I giving him? And of course, since populations of "cities" range from 100 to 1 million or so, one of the resources units require are people. A village of 100 people obviously can't conjure up a legion no matter how much money and resources you have.
The main thing I wanted to get across is that we are not going to have the traditional "N units of production". Players will be able to design their units, design how much training (a small squad of elite soldiers or a huge mob of untrained brutes or somewhere in between?), decide how well equipped you want them to be and so on. It's not about sending out a knight. There is no "knight" unit unless you choose to call a unit you designed that has a horse, a soldier who has been trained, plate mail, sword, helmet, etc. a knight when you save it. How long would this knight take to create? Possibly very little time at all if you have the plate mail, sword, helmet, and horse ready to go. Then it's just a matter of the training time. Otherwise, it could take quite a long time (the game will estimate the time based on arriving supplies). Hopefully this gives you a glimpse at the strategic depth we want to provide players. The choices for players in how they want to play this game are endless.
for me, camp 3 best fits Frogboy's vision of what the economy should be like
and remember bears are mounts too
also gender is a hull type
Ok I think I can agree on camp 3... my god this is one epic dev post.
I'd just like to point out that this thread is now 500 posts long
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