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.
So my post ended up in the map editor thread instead... oh dear.
Looking over this thread, it's interesting that the population that cares enough to pay attention before launch seems to prefer the more complex approaches. That said, the idea of doing both (while attractive) is probably bad; while it's generally a good solution, this is a core system in the game that is going to need a lot of work (the more complexity you have the better you UI needs to be or you end up with Europa Universalis and massive opacity).
To repeat what I said in my foolishly misplaced post in the map thread, chasing the market that wants 'simple' games with a title like this will only shoot the game in the foot. You'll please the fence sitters, not attract anyone from outside the pretty narrow market, and not please the people who wants complexity. The last option discussed in the OP is probably the worst, as it's basically taken an interesting concept and reduced it to 1988 flat bonuses (ironically, just like MoM). The first idea is almost certainly suited more for a beard game like EU3 more than something like this (unless they have a magical UI).
Some of the ideas here seem to involve reducing initial complexity (ie, flat bonuses) and then necessitating lots of micro (ie, specific shipments). They really have to choose; either totally abstract it (and accept that the resourcing system is going to take a low profile) or make it self-driven (whether with AI or building-based demand) and let the player control it at a high level to enable 'management'.
It seems likely from the tone of the journals that the game is going to be much more based on 'questing', diplomacy and other avenues, which is a shame since the economy informs everything else. This is why I think a system with a fair level of complexity but simple management is the best option (particularly since it'll be easier to 'dumb down' for lower diffs/with options than a very complex system). Opacity is bad, but being bland is arguably worse.
I'm picturing situations where the AI sends out caravans the most direct route, but not the best. What if the direct route happens to be a very dangerous frontline route. Not being able to override the AI and reroute the caravan down a safer road might be frustrating to players.
On a related note, I think any idea that makes players seriously think about attacking and defending their supply lines is great. Supply line creation and control I can go either way on.
Show the route of any selected unit. Grab route, stretch to change pathing. Problem solved.
Sounds good to me.
Just found this thread, need to read up. I like Option #3 the best, but I would suggest allowing you to idle or prioritize buildings. The best example I can think of is HOI 2 - you can prioritize or block upgrades from occuring to specific units, otherwise they upgrade more or less randomly. You can also prioritize units for reinforcements.
This was you could focus on building units at a front line town, and idle the barracks at a safe town. Of you could prioritize the magic weapon town over all other alchemy, weapon, and unit production. No need for it to be too complicated, just "off / on / priority"
I remember a lot of people complainign that Civ 4 one iron resource was all that was needed. Looks like yuo won't be doing that - more iron resources = more iron to build with. Also better than "yu can only build super units if the town has the super resource in it's radius" - which could be one of the more annoying elements of MoM.
Option 2 is boring, Option 1 is too much like a spread sheet, and I still don't understand the point of option 4.
I really like option one, those sort of complexities can really add to the game imo. There are far too many casual strategy games out there already. Like Civ IV I would really much love to see this game fill a niche for those who like to stop and think rather than for those who want a quick and easy game.
However, with system one there needs to be a way to reduce micromanagement. Maybe we can ask for goods per city. Say city A needs ore and I have two sources, then I can select city A, choose how much ore it needs and the sources fogire out how much to get from each one and how to ship it. Something like that.
Also it would be very nice if we could protect caravans not by acticvely guarding it, but by selecting a 'guarded caravan' over a normal one or by having an option to make the caravan guarded. That way the risk of getting robbed is greatly reduced but the expenes of the caravan are doubled or so.
Of course I am just giving examples here, but I would like to see a simple system that is deep enough to mke you stop and think. Casual strategy games only capture the imagination for a week or two, then people move to something else.
After playing Anno 1404 for about 10 of the last 24 hours, I can say setting up an empire with different resources being harvested in one place and sent to another via trade routes is a lot of fun. However, it also becomes kind of tiring manually changing routes as an areas needs change. As a result, I think that resources automaticly going to areas as they are needed sounds like a good idea.
It sounds like there will not even be tangible units of resources, it seems like they are going with more of a CiV IV approach with some bonuses for having more than one of a resource. Going for that lowest common denominator, which isn't always a bad thing.
No! no; no; no; noooooooooooooooooooooooooo..... I say to to the 'simple' solution.
Having played Space Empires V with its 'simple' solution I am horrified to hear that Elemental might be heading down this route.
The Camp #3: “The Merchant” scenario appears to strike an excellent balance in allowing a player to manage the economy of his empire in depth without having to micromanage.
I could live with Camp #1: “Sophisticated” but if I understand Camp 3 correctly I do not loose out as it does the same in a streamlined fashion. I could not love with Camp #2: “Simple and Fun”. As this is I feel a misleading label as this sound similar or close enough to Space Empires V and this over simplistic economy made for a hollow gamy experience that eventually undermined the other parts of the game.
Cheers,
Teddy Bär
It really sounds like camp #3 is the best of both worlds to me. Camp #2 and Camp #4 are too simple for my tastes. You are throwing out a lot of really cool ideas by going those routes. I like the thought of camp #1 but it just sounds like too much work to have to do. You might want to give it a try but the interface would have to be incredible to not make this a major hassle and turn off a lot of people in my opinion. If you do decide to implement this you might want to have an option for simple/complex economy models when creating a new game. I'm guessing you don't want to have two separate models to have to code, write AI for, etc though.
The only problem I can forsee with camp #3 is how to resolve competing needs for resources. What happens to my major city that is a resource hog because it is producing my best weapons when I suddenly decide to build some blacksmiths in other cities. I need a way to tell the AI that I want my major city to get the priority and only give out resources to other places if there is excess. You did mention having some sort of priority system so it looks like you have already thought of this case though. Just give the player enough control to handle cases like this and I think you are good.
I like camps 3 and 4, either sounds interesting. These ideas do imply several idea about the game play which have not yet been discussed:
1) Resource "mines" and warehouses are extremely important. Players may want to create extra defense around important resources so that they are not captured or destroyed.
2) Warehouses would be good targets for sabteurs or destructive spells, as their destruction limits unit production and makes the player lose many gathered resources.
3) Spells or policies which effect caravan movement would be interesting. For example, you could set up a trade agreement with a neighbor, which would get you some of their resources, but have a border tax, which increases your income but slows incoming caravans down.
I do want to say a final request: no slider-based economy please. I've never met a slider-based system that I liked.
Brad et al,
Long time member, infrequent poster here. A few points...
1) I enjoy the strategy aspect of playing large, difficult, long epic games. That said, I hate micro/logistics management late in these games. I don't mind it so much early on, but it’s definitely a fun-killer later on (for me). I work full time and have a wife plus two kids...squeezing in some game time isn't a trivial task for me these days. The last thing I want to do is use up all my available time managing this stuff...a level of automation I feel, is necessary, especially when we're talking about map sizes that are multiples of Civ4s max size.
2) I really like both the ideas of resources building upon each other; as well as, strategically located cities. I think they both have the potential to add vast amounts of depth to the game. I think this can probably be accomplished using any of the (presently 4) options listed *if done correctly*, but option 3 currently sounds like the most feasible to me since that one seems to lend itself a little better to the strategically located cities/resources angle, while simultaneously eliminating the micromanagement.
3) In that scenario (option 3), I presume that you would still be assigning a resource to a (nearby) city or that it would automatically be assigned to the nearest city. I like this concept as I feel it adds an important realistic aspect to managing/designing the success of your economy/empire. While I see the opposite side of the argument (that losing a strategic city/resource can having devastating effects to your empire), I think this is a sensible and reasonable construct...just imagine if Russia had lost Moscow to Germany during WW2. It would have changed the face of the eastern front and probably the entire war. Additionally, I think this tact is often times a losing players only (last ditch) option late in a large game for inflicting a decisive blow to an enemy.
4) Last point, more of a question really. Since I haven't seen a forum topic discussing it, I apologize if has already been addressed. Has any thought been given to the resource model hooking into the spell/magic system? Specifically some spells requiring reagents to perform (e.g. need some Mandrake root to cast fireball). This was one aspect of the old Ultima series that I loved. One had to locate/procure rare reagents in order to prepare or cast some powerful spells. It added another facet to resource and spell management that made the game fun (for me).
Just my $0.02.
That last "Example" definitely has it's advantages. I'm torn between it and Camp 1 though.
.
As a fan of the Settlers series, il like your idea.
But if you don't abstract the transport system using road and caravan/ship/... you can manage to use bandit/thief stealing ressource from ennemy and stop those caravan.
For this look at the sword of the stars trade system.
You can assign merchant ship to a sector (here it could be a road) + escort fleet to protect them. With the appropriate technology you can assign pirate fleet to an ennemy sector (in elemental it could be special unit ?). And then a percentage determine if the pirate fleet can intercept merchant fleet.
Thief could be creep or opponent troop.
I prefer the idea of camp 1. I would like to suggest that a good working and fun economic model can be seen by taking a look at starknights an online game that has been around for quite awhile or dwarf fortress. Perhaps a lot of micromanagement can be negated by only requiring the player to put the industries in place and then the player can simply rely on the industry's AI to transport and sell the goods. For example if I order a mine, a marketplace, and a blacksmith to be built then upon completion the mine will automatically look for a blacksmith to refine the goods and then the blacksmith in turn would look for a marketplace. A rather simplified view that could lead to interesting results when one considers that a variety of parameters could be applied to each industry and vendor such that they will make decisions regarding when, where, for how much, and to whom they will sell their goods. Perhaps, as king our role will be to influence those industries by taxation, royal subsidies to get a particular good we want made, or maybe the locations itself (i.e. if I order a blacksmith to be built and the only mine that is close is a copper mine then my blacksmith would only be able to produce copper based goods in great supply).
I'd like to see a slightly less intensive version of #1.
I like the idea of resources giving out finite amounts of benefit per turn, and like the idea of allocating that resource. Use a "rally location" type system to determine where the resources go, and sliders to determine the ratio, or a fixed volume (in the case of produced goods).
I also like the "merchant" idea, but would rather see that happen as a visual representation of the resource allocation system. Rather than actually putting goods on the caravans, simply create a resource "debuff" based on the number of caravans attacked, which would wear off after a certain number of turns. Amount of resource reduced from player would be awarded to the "raider" for the same amount of time. Distance of the resource from given towns would effect the length of time caravans are exposed, and the initial "startup" time, but nothing else. Roads decrease travel time from location to location.
For instance: a mine produces 100% iron ore. That ore is sent 50% to one town, and 10% each to 5 other towns. over a given time frame, that mine will disperse 10 caravans. 5 to the one city at regular intervals, and 1 each to the others. since the caravans are more plentiful to the first city, they will be easier to attack, but represent a smaller portion overall of the resource income.
Additionally, city-to-city caravans could be easily managed with a trade window. set up a "trade route", select destination, insert resources, goods, etc, to be moved. Allow assigning of either units or invest money to "hire guards" for the trade routes.
#1 seems too complicated to me, especially for late-game with large map (as many others have said). And I agree with those who don't love sliders. It's much worse if you have to separately make swords at a blacksmith, as described in the OP, than it would be if they decreed that making a swordsman requires, recruits, iron & blacksmith, so the swords are made automagically when the unit is recruited.
BTW, in any system I think recruits could be sent from town to town like other resources, so you can make large units at small towns if you need to, or ship draftees to the city that has the blacksmith, barracks, and magic-whatever.
I think I could live with #2, #3, etc. No really strong preference, just a few comments....
Most of us are familiar with GalCiv2 asteroid belts. Their resources default to going to the nearest star, but you can redirect them. That could be a good starting point for resources in Elemental. Asteroids come in clusters of about 3, close enough so one player usually has the whole bunch, but if they translate this to Elemental you could direct the ouput of each one to diff cities to even-out resource shortages This would be much more important than in GC2, and much neater than the scheme someone proposed many pages ago to send percentages of the resource to diff cities.
If they did something like that I think they could set up a system which doesn't require too much micro-management, or depend heavily on a hard-to-code AI re-routing things automagically. (If the AI has to decide too much, I worry about how long it takes to code right, and how slow it will run on machines that don't have zillions of fast cores -- AI turns on very large maps HAVE TO run faster than in HOMM5).
1: Give a warning if a city doesn't have the resources to make what you told it to.
2: Have a warehouse building type to store some surplus.
3: Give a warning if a city is about to throw resources away because the warehouse is too full.
4: Have a city screen show how much of each resource the city has and how much it gets every turn (or maybe a summary screen for the whole empire, with one line per city).
5: Remind people in the manual & tutorial that they should check said screen occasionally and redirect resources to the towns that need it.
6: Permit us to send emergency supplies to another city if we need to, perhaps by the kind of caravans that have been discussed a lot above. But if we have been paying attention, this won't happen often.
7: Permit trade between kingdoms. Once the deal is agreed, the transport mechanism works like transfers within the kingdom (same thing if they do vassals & tribute the way I hope).
I think much of this is going to be in the game anyway, and the rest should be easy to write. The point is that they don't have to kill themselves trying too hard.
(Please put the warnings off to the side where we don't have to click on them at once when they appear, and let us read them without making them disappear, in case we want to come back later).
(No strong feelings about whether caravans appear on the map, are subject to attack, how fast they move, etc).
--------------------------------------------
Plan B: I could also be happy if they just had resources like iron mines owned by a single nearby city, and told us to build cities close to the critical resources. Cities would have large & non-overlapping zones of control, larger for big cities. Building a new city reduces the zones of nearby cities. No caravans or transfers between cities. Troops with lousy equipment could be made anywhere you have the barracks (or whatever), but armor could be made only in cities that had iron mines within their zones, magic swords could only be made in cities with some other resource (remember adamantium in MOM?). Don't count units of iron -- if a city has a mine, it has "enough" for whatever troops it recruits. Other things, like gold, might be global. This is almost the MOM approach, except that there would be more kinds of resources, and they might be more common, so there would be some chance of finding a highly strategic location where your new city would have almost everything. Such locations would be worth fighting over -- those might be the decisive battles of the campaign.
Id rather go with the first option as well, more of a challenge. makes you think more.
First of all I love the idea of being able to make uber weapons and be able to raid my oponents uber weapons.
Option 1 is way too complicated. Option 3 is the best direction IMHO. In my view no system should be implemented which requires manual logistical management. Also no system should be made unless the AI can be inteligent with its use. I don't want to win bc the AI can't understand the concept of these sophisticated suply lines. This extends beyond simply defending their supply lines. It means they design thier empire and expansions such that their supply lines are defensable. It means they understand the concept of assemply lines-> your iron gets shipped to blacksmiths->the swords go to the mages-> magic swords to to storage or recruitment places without too much backtracking e.g. your blacksmiths and mages aren't at opposite ends of the empire.
Unit production:
With option 3 you could completely separate unit recruitment and unit equipment. You train your units in one town but the people and equipment come from all over your empire. When it comes time to upgrade your units equipment you have to actually produce their upgraded equipment and maybe (depending on the fun and AI balance) caravan/teleport their new equipment to them. Their old equipment could even goto storehouses for use by other units. Magical upgrades if in a town with mages maybe don't need new equipment? Equipment should be able to ship from storehouses across your empire not just the local storehouse.
Storehouses:
I think it woul dbe really cool if EVERYTHING was kept in some storehouse especially money.
How do you decide what gets stored?
I would hate to have to actually specify what gets stored. Maybe there is an option to just build more storehouses to accomidate the extra stuff (maybe it works by selling a portion of the stuff to pay for the store house). Prompting me to build new storehouses is fine small scale but is horid for a large kingdom. Building them with a different resource would create unneeded complexities of opps I should have turned auto storehouse option off bc I needed full gold income this turn but accidentally filled up another storehouse.
Yet another guy ready to opine on the economic trade system...For me, a person who loves min/maxing my games, option 1 sounds delicious. The problem with option 1 of course is scalability in the late game: one could spend the majority of the turn rerouting the trade routes as described earlier in the thread as new resources become available or new technoligies require a different organization. Option 3 then sounds like the best option: built it, and the resources will come. Option 3 gives both control and scalability.My only question with option 3 is the whole "stockpiling" and rate of resource distribution and accumulation. It doesn't seem realistic that once I acquire a rare resource on the fringes of the empire that the said resource becomes available immediately throughout the realm, or that there would be no benefit from processing that resource closer to the source. Yet any sort of time delay or other mechanism to promote a realistic supply chain would result in a logistical nightmare. I keep returning to the thought of how much easier it would be if every resource was convertible to currency so you wouldn't have to worry about managing multiple levels of resources in various cities. Once the resource is extracted or processed it would be sold for a profit on the open market, and bought back when you needed it (rarity and distance would influence the price). Basically you would be responsible for acquiring resources and setting up production centers, as well as the final recruiting, but the whole minigame of distribution and stockpiling would be handled by a third party - somewhat similar to the relationship between a modern military and defense companies. Not sure if that makes sense, but I'm at a loss to figure out another way of smoothing out the impact of rarity and distance.
I most humbly support camp #3.
camp #1 sounds interesting, but I am worries about micromanagement.
Bassically I like the idea of treating many things as resources, with a hopeful tie-in to diplomacy
Count me as a staunch supporter of Camp 4. The other systems are going to cause micromanagement hell once your empire grows to a certain amount. Camp 4 will stay nice and fun
As sekerah said go for the sophisticated way with some AI help that can be enabled
My vote is for Camp #3. Seems to be the best format to influence city customization, but not force a specific job in a long assembly line.
camp 1 seems like you could have all your eggs in all your baskets ... each city is completely self sufficient.
camp 2 seems like you could end up creating supply line dead ends, and in general will restrict the units you create, and it seems less likely to have co-linear pathways (normal soldiers AND enhanced soldiers.
While camp 3 has magic specialized towns able to create smaller units of magic sword units, while another town makes massive amounts of grunt soldiers.
There are many great features available to you once you register, including:
Sign in or Create Account