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.
Please go with option 1. That option sounds perfect to me. The closer you can get it to Eve's economy the better. That is the only game where playing the market and buying and selling stuff is actually fun for me.
This just baffles me. Why do people want to play an economic resource micro management game instead of a 4x game? You can find multiple posts by folks begging to avoid the Civ4 late game micromanagement issue, but then we have this overwhelming clamor for option 1....which will result in massive late game micromanagement.
Hands down, CAMP 1 PLLEEAASSEE!!!
CAMP 1 for the love of god THINK OF THE CHILDREN!
... but seriously Camp 1 is way better and it adds more depth to the game.
With many different resourses you could have many different types of setups when building your economy up which helps replay alot.
Martimus yes Eve like is good... very good and profitable!
I am also for camp 1. Since the game will be turn-based, the additional time taken to properly set up "trade routes" and create upgraded items is OK. And, camp 1 allows for expansion to even crazier items in the future - once the proper resources are gathered, of course.
If the setup of the routes are easily done, Camp 1 isn't hard. The standard RTS with worker farms is more work to run than a resource model with actual depth that makes thinking a worthwhile endeavor.
Complicated? If I have to assign workers from my population to each individual production source and replace casualties as they die of old age, that's complicated. You'd have to be crazy or sadistic to do something so stupid as that though. Or a sim developer, but I repeat myself.
Just having a production system doesn't in any way strike me as complicated, maybe if your brain starts hurting when you try to count past ten without taking your shoes off.
Camp 2 on the other hand is... blegh. That seems more irritating than having to set up your supply system. Fun and simple isn't registering here. Annoying and arbitrary would be my pick for a description.
The sophisticated resource system is only complicated if I'm the next Einstein. I'm sure there are plenty of people here that will vouche for the opposite.
Edit: Civ 4 snowballs because the worker AI is a fucking moron, the governor AIs are fucking morons, and you end up having 20+ cities with instant production that will spam your crappiest unit available until they kill your economy if you do anything but manually build your best unit over and over while your automated workers build railroads on every tile next to your commando promoted enemy nation and raze maxed out towns to replace them with forts in pointless places...
Civ 4 doesn't snowball because it has a complicated resource model.
For me, it depends on how good the AI governors are. I'm all for being ABLE to toy with all manner of little details, but I'm NOT into HAVING to mess with them incessantly. Civ 4 does a good job managing specialists and production without my ever having to look at them--but if I decide that what I really want isn't to grow the city's population, but to work toward a great artist, there's nothing stopping me from doing that.
What I like about camp 1 is that I can do whatever I want. What I don't like about camp 1 is that it sounds like I'll have to really worry like mad about this getting here, that getting there, whether or not my storehouse is full, whether or not the potions for enchanting swords in the other town are in stock, or if they ran out and now swords are piling up there for no reason, and on and on. LET me tinker like mad when I've got a goal to accomplish. Don't MAKE me do it when I'm busy with another goal, and heavy micromanagement elsewhere is a distraction.
Camp 2... eh, it sounds a bit too dumbed down, even when I DO want to let AI run the minutae.
I'd never say "Make it play like Civ!" (I'd just keep playing Civ if that's what I wanted), but the balance they struck between micromanagement and freedom is pretty ideal, I think, and one of the reasons it remains popular.
I think a balance between the two would be best. For example. "Strategic Iron Town" is near the Iron resource. It automatically is gaining ore per turn... and over there to the west is "Other town" which lacks Ore. You can simply commission Ore from "Strategic Iron Town" to "Other Town".... allowing Other Town to get that resource. You would assign merchants to trade certain amounts of Iron (for example) dependant on how much iron is In Strategic Iron Town's Warehouses. This system is a direct cross between both worlds. You could still manufacturer certain goods, only with this system, goods can be shipped and traded around your empire easily. However, the idea of Strategic Cities is still there, as it would cost money to maintain this infrastructure.
On a side note, I'd be a little disappointed to hear that this is mostly going to be a military sim. One of the things I really liked about GalCiv was that you could play the whole game with minimal attention to the military aspects (I often won without firing a single shot "in anger" for almost the whole game); I like fantasy wargames, but I was hoping for more of a 4X with interesting economic and political models and multiple paths to victory. Also, my wife really likes playing games where she doesn't have to knock down all the other people in order to win, and I kinda sold her on Elemental on the promise that we'd be able to play together the way she likes.
That aside: I like the idea of the sophisticated economic model. I don't know if I'd like the reality of it, although it would be easier to say if we could try it out (hint hint ). It'll depend on what sort of UI (and helper facilities) you can build around it. It would be a bit of a leap of faith if you haven't got a design yet.
Just looking at the problem offhand, it seems to me that the big, important thing is that you should do economic management *on the empire map*, not in a series of separate dialogs for every city. I would really want some sort of interface that recognizes the interconnectedness of the different refineries and resources, ideally drawing out shipping paths like Frogboy did. This could get complicated with multiple sources of material, etc, but here's an idea I have:
When I enter "economic management mode", I should see all the nodes in my economic network on the world map, drawn as some sort of icon (maybe a circle). Selecting a node pops up a list of all the resources that travel through that node. Selecting a resource draws out part of the economic graph involving that resource; it should fade out progressively for a few steps forward and backward, and clicking nodes forward and backward should select the appropriate resource(s) in those nodes so that I can navigate around the economy. (the fading out is to avoid showing so much information that it's overwhelming -- perhaps it could be skipped) Appropriate visual cues should be used here, e.g., the color / size of arrows should be related to the (relative?) rate of shipping, icons of goods should be drawn over arrows, etc.
So for instance, if I select the alchemist's workshop from the list in its node, I'd see "Potion + Sword -> Glowy Sword" (with icons) over that node. I'd see incoming arrows for "Potion" and "Sword" and an outgoing arrow or arrows for "Glowy Sword". Further back, there would be more transparent arrows from the mines to the potion / sword creation facilities. I might put the number of resource involved next to the icons, so for instance we would have "5 Potion + 5 Sword -> 5 Glowy Sword" above the glowy sword maker.
Once I have a resource selected, I should be able to assign new shipping destinations by clicking the destination (well, maybe I have to press an appropriate command or click-drag from the source to the destination). I should be able to summon sliders on the outgoing arrows (or maybe they'll always be there) that control the rate of travel along each edge. I don't know the economic model well enough to know whether they'll be relative or absolute rates, but in any event the numbers will update in real time.
I almost forgot about warehouses -- maybe when you select a resource the warehouse capacity and utilization should pop up next to the resource, or maybe it should just be part of the list? I like the idea of having a little bar next to the list, though; it would make it easier to see what was happening at a glance (esp. at the other involved nodes). The number of items going into or leaving the warehouse per turn should be shown on the map as well.
I think the map-centerdness is really important here because it will make it a lot easier for the user to keep track of what's going on and see the "whole picture" (or parts of it). I can see micromanaging this stuff late into the game with this sort of a system; without it I think it would become unmanageable very quickly.
If "Sophisticated" was implemented, it would seem to be fairly straightforward to turn it into "Simple":
1. Instead of sending a natural resource from its origin to the nearest town automatically, allow a player to pick which town to send it to.
2. All resources have to be used in their town of origin and cannot be transported anywhere else.
It looks like you could have both systems in the same game. You would have to implement the more complex one first though...
I'm really enticed by the depth and richness that option 1 has the potential to be. I can understand that people are worried about the hassle that may result, but if the system is designed to focus on the fun parts, I don't think it will be a problem.
I basically envision a system where resource distribution is mostly handled automatically and over time requires less and less attention (for a given resource). In the late game, I would imagine most of my cities would have a huge surplus of basic cheap equipment, but as a player, I'm only interested in the higher quality stuff, and so that is all I would spend time managing.
The player should still have full control so that he can take care of possible shortages, deal with supplying the front lines, that sort of thing. Also, when first obtaining a new resource, I can imagine wanting to be in control of exactly where it goes first.
Making everything in the game a resource gives the game a huge amount of flexibility, and I think its a terrific idea.
I’m suggesting Camp#3, based mostly on Camp#2. It resolve both issues mentioned above.
1. There are only natural resources (food, iron, Aereon crystal, etc).2. When a natural resource is controlled, the player assigns that resource to a specific town. (the further the resource from the town, the lesser its production rate)3. All natural resources are caravanned & then stockpiled in the town warehouse. 4. Unit production (designs from SD Beastiary) are based on formula: Sword + Humanoid Fighter (require Barrack) = Soldier Sword + Shield + Humanoid Fighter + Mount (require Stable) = Calvary5. Equipment (& magic item) production are based on: (designs from SD's equipment library) 5 ore = Sword 5 ore + 2 Aereon Crystal (require Alchemy shop)= Sword +2 10 ore + 200 Aereon Crystal + 1 Essence + 20 Gem (& require Expert Smithy tech, Dark Magic level 5 spell Ray of Doom) = Sword of Doom +26. Caravan route is automatically created by the game to draw natural resources from nearest warehouses, in order to pay for the unit ordered/upgraded. The caravan will detour to buildings outside the town to fulfill its building requirement (** the external Alchemy shop, as in the example below)Using OP as example, I order 10 Soldiers at the southern village's Barrack. The unit production screen shows what I can only produce normal soldier.For now, I only want normal soldier. The village already has more than 10 Humanoid Fighters; the game determine I do not need to caravan them. The game then determines that I need extra 10 Swords to produce them, which is equivalent to 50 ores. Since the warehouse at the northern city has 50 ores & the barrack's warehouse has none; the game automatically create a caravan to move the ore. Gamer should be able to modify route, if wanted. Or I can order extra 50 ore in the same caravan for future need.Later in the game, when I want to upgrade the Soldiers with Sword +2, I upgrade the existing 10 soldiers. The game determines that they need to ship 20 Aereon Crystals from the northern town as the village warehouse has no crystal. If this village does not have the required Alchemy shop (for the +2 Sword), the caravan detour to a ** external Alchemy shop (at the east side of OP map) causing extra delay.This way, towns don’t have the resource can build units that requires it. Troops can be upgraded with more specialized items. A lot less routes are needed, as there will be no need to caravan all type of equipment/potions/etc any more. To produce Soldiers with Sword +2, gamer do not need to "manually" create any caravan route. Only 1 extra route is needed.
This Camp#3 mechanism is open to discussion/improvement/critics.Camp#2 is my choice, if Camp#3 is for some reason impossible.
I definitely choose Camp 1: Sophisticated!
I agree with all the others that if Camp 2 is so simple just make it an option for all of those that dont want to deal with more strategy.
Matrix Games Crown of Glory has this option: Advanced Economy or Simple Economy
Why not both!? Everyone's Happy!
Plus it would be cool to be able to play the game differently once in a while! Would increase the playability!
I lean/vote towards Camp 1. This is a "Turn Based Strategy" game after all, so your target audience can get the camp 2 stuff in any RTS game. I like Colonization I & II, but there type of economy would be far too micro intensive when added to all the other things this game will offer.
Anybody play "The Settlers" series? They are a great example of a detailed economy that is very good at taking care of itself once you give it orders. Also, "Imperialism I & II", those two games are perfect examples of how to do trade routes, transporting, and raiding transports with low micro.
Any economy like Heroes of Might & Magic =
And "Counters", don't forget counters. Your going to want to use different combinations of resourses to make different weapons/armor/spells to counter other units. This will mean capturing/destroying/raiding specific resourses from another player will make it impossible to make that counter. That won't be possible with Camp 2ish.
Given a binary choice between the two, I vote camp 1: Sophisticated.
However, if given a sliding scale between the two, I'd vote for camp 1.2 or camp 1.3 - still pretty sophisticated.
I think ckessel above had an interesting compromise idea: rather than modelling full logistics of having all natural resources shipped from one city to another to another, have item building times depend in part on how far away the resources used to build them are. In other words, if the city with the blacksmiths is close to your iron supply, they will be operating at optimal speed, but if the close by iron mine is taken by the enemy, they'll have to switch to using the other mine on the other side of the kingdom, with their efficiency taking a dramatic drop. This would avoid the big problem in camp 2 many people here have pointed out: that given such a system, all players would naturally concentrate all their resources in a handful of cities near their capital, resulting in a pretty bland gameplay experience.
I also believe that item tracking should not be modelled with pinpoint accuracy. Like I said in the comments of the previous dev journal, I believe a good compromise would be to list items with a combination of item type and item quality. In other words, instead of producing clubs, sharp sticks, swords, axes, spears, dire moonstone axes and felwood spears, you'd produce quality 1 weapons, quality 2 weapons and quality 3 weapons. Similarly, you could produce quality 1, 2 and 3 barding for your mounts, quality 1, 2 and 3 enhancement potions, etc. When the produced items are used to construct buildings or units, they'd require a certain number of of items of given quality levels. For example, to produce a magical knight unit, you might for example require a quality 3 weapon and a quality 3 armour plus a quality 2 shield. The experienced ranger unit proficient in both close and ranged combat might be designed to require two quality 2 weapons, quality 1 armour and a quality 1 mount, and would then be shown with a spear, a horse, leather armour and a longbow. The blacksmith quality 1 building would require 10 units of timber and 5 units of iron ore to build. A quality 2 weapon and a quality two enhancement potion could combine to create a quality three weapon, or whatever's determined to be a good efficiency for alchemy in terms of game balance. Finally, each unit or building would tend to require some amount of currency to build, and currency would be earned from taxation, gold and silver mines and so on. I personally believe this level of detail would present an optimum middle ground between detail and abstraction.
Ordered production would then first check the stores of that city to see if some or all of the required items are present. If some or all are missing, it would create a pull effect in the other cities, starting with the closest ones and moving further away if there are no close-by cities with the required items. There'd be a button to manually force a given source for the items, but the default would be for the game to suggest the closest source of required out-of-city items. If a given manufacturing building, such as a blacksmith, would be getting pull effects from multiple sources for multiple purposes (quality 2 weapons, quality 1 armours etc.), there'd be a slider with several pins on it so the player could easily adjust the weight given to all the needs placed on them. For example, if the blacksmith could produce 10 quality levels' worth of stuff in a round, the player could manually adjust it to produce three quality two weapons for the city's local needs, two quality one armours for the needs of the neighbouring city, and finally allocate one quality two weapon for the further-off city. By default, all needs would be given the same priority, but this way the player could if they want to prioritise some needs over others. For stretches of road that have a very high amount of traffic, the road quality would have to be improved and/or better trading base buildings would have to be built at the cities along it to enable it to handle all the items moving along it.
Completed items that are transported away from the manufacturing cities would then be abstracted as caravans along the connecting roads, which could be raided by enemies (probably abstracting the loot for currency rather than completed items), but the roads could also be assigned patrols from completed troops. Perhaps players would have the option of supplanting currency for required items in cases of short-term shortage, though this would be an inoptimal choice only really advisable at times of emergency.
What do people think about this suggested compromise? It would preserve most of the chain of refinement aspect from camp 1, but reduce the overall complexity somewhat in favour of less micromanagement and less individual item types to keep track of. One reason my preference leans towards the sophisticated end of the scale is because the developers have stated that rebuilding civilisation is one of the themes of the game. Given that theme, I think some degree of economical detail would serve to emphasise the amount of different stuff a fully developed civilisation requires to reach its peak.
Frogboy and Stardock developers... It seems the majority of the community favors the Camp_1 "Sophisticated" decision and most likely because it provides the greatest game depth. I'm also in favor of the Camp_1 decision and greatly approve of the vast amount of resources.
Now the next topic of discussion is examining the details which has raised this internal debate at the Halls of Stardock.
The best way to identify the worst User_Interface burdens, AI problems, and micro-management pains is by playing very large maps. I don't have access to the current game so we'll examine the argument and the CAMP_1 screenshot provided to identify why CAMP_2 is worried.
... ... ... ... ... {{reviewing screenshot}} ... ... ... ... ... ... .
There's clearly one variable which has CAMP_2 worried, it's the moving of resources (the caravan shipments). This is a very realistic concern because such a system introduces several major concerns for both gamers and developers such as increased micro_management, heavy AI programming, user_interface burdens, gameplay exploits, and babysitting caravan pains. However a solid solution exists which would remove the majority of these problems which is outlined:
A) Caravan Shipments between internal towns and towns belonging to other players are managed by a 3rd party Merchants Guild. The 3rd party Merchants Guild will transport the resources to a desired location for a price which changes based on distance traveled, amount of cargo, number of guards, speed of transport, and maybe even current events or the game turn.
1) Players can still attack and prevent shipments, but at the cost of reputation and/or increased shipping fees with the Merchants Guild. I'm sure game balance can be found during beta testing. If desired multiple 3rd party Merchant Guilds could exist each with the same AI programming only carrying a different flag with different options.
2) Players don't have the pains of micro_managing/babysitting each turn for 30+ or 100+ caravans since the guards, its movement, and overall management is handled by the 3rd party Merchants guild allowing the player to focus on the more fun aspects of the game.
3) The 3rd party Merchants guild decreases gameplay exploits exposed by alliances/treaties, movement options, spells, etc., etc., .
4) The 3rd party Merchants guild should not be the only method for moving resources, thus allowing any player to evolve beyond being dependent on the Merchants guild. Other methods for moving resources can be teleporting spells and expensive late game units which can carry LOTS of cargo.
5) This allows for a single AI governor and removes all the extra time developers would spend on adding User_Interface controls and actions.
So my advice is Camp #1: “Sophisticated” with the suggestions listed above. Without the 3rd Party Merchants Guild the movement of resources will become more painful for everyone.
[...]
That's not the impression I get at all though...
20 cities * 15 resources = 15*20 sliders presupposes that you have access to every resource in every city.
For the "Sophisticated" option you would only have access to a very limited number of resources in each city though. It is exactly the reason why you would move them around.
Even if you did have a lot of resources in every city, there would not be much point in adjusting all sliders in every city. You are not going to move a resource, say iron ore for example, from every city to some other city. Otherwise you would just be moving iron ore around the map all the time without actually ever making any swords.
And I don't think the point of the "Sophisticated" solution is that you are actually forced to move your resources if you don't want to.
If you build your blacksmith and alchemy shop and barracks in Forgotten Well, you would only have to move your crystals to Forgotten Well as well and it would work the same way as the "Simple" solution. You can train your soldiers with the +2 swords right there.
It doesn't have to be as complex as the example given -- it just gives you the option to do more sophisticated things if you want to.
Tiefling, pls note "20 cities * 15 resources" there means natural resources (e.g. ore) PLUS sword+2, ring of invisibility and you name it resources as I've described above clearly in my post.
For the 2nd half of your post, the Northern city Forgotten Well is not Frogboy's concern. Pls reread OP.
Well it seem that most people here want a sophisticated economic model, which I am glad to hear, but I should point out the people at Stardock that this isn't a very acurate sample of the people you are most likely to be trying to sell the game to...I mean, most people here, myself included, have been following the game since it's announcement/when they first herd about it, so of course we want to the game to have as much depth as possible!
BUT HERE IS THE CORRECT ANSWER TO THIS QUESTION!!!
---Start as big and sophisitcated as originally planned, and if it's too complicated it can simplified and refined durning beta...isn't that what a beta is for?
P.s. Whatever you end up doing with the economics, I hope it ends up being less convoluted than the GalCiv2 economy. Don't get me wrong, I love GalCiv2, but that games economy really gives me head aches when I play it lol.
Exactly my point. You wouldn't have iron ore AND sword+2 AND ring of invisibilty in every city.
You only have access to iron ore where it is mined and you would only ship it to where you can make swords. Ideally you wouldn't ship it anywhere because you make swords in the same city.
The same for swords+2 - you have them where you forge them and move them to where you want to train soldiers+2. Ideally in the same city again.
I have. What is your point?
In my mind it should be option 1, but largely automated.
I think that the problem is not between option 1 and 2, but we should have a fairly sophisticated system you can easily use.
As a player I just want to say to the comp "I want sword +2 in the town of Blablabla", then it calculates all the things you need. And a caravan UI would let you tinker with what the comp porposed to you, in order to enhance the placement of the caravans.
So, if I have ressources like horse, iron, potions the game would let me create a complete plate of armor with magical sword, whatever the ressources come from, then you sai "I want it in that town", then it calculates, then you go to caracvan UI if you're unpleased by the comp choices and tinker with it. You can use a sophisticated system in an easy way
EDIT :
And why not :
1) You create the item sord +2. There's a recipe
2) You go to town and say "I want loooots of swords +2"
3) the comp ask where the ressources should come from (the UI would be a minimap with points of interest, like a gps ^__^)
4) comp creates caravans and aks if you're ok.
5) You can tinker caravans in order to avoid a dangerous forest, for instance
6)Then you click "Give me moaaaar" and voila.
7) In the caravan UI you can see a map with the links and you can modify them.
I love the idea of complex resource and economic management (lots of emergent behavior, please!) but would it be fun to play?
A friend and I had a lot of fun conceptualizing a web-based city management game with renewable & non-renewable resources, a complex economy (multiple markets, cartels, positive/negative externalities, etc.), and with global impacts. We soon realized that the really cool resource and economic models we came up with could very quickly translate into much work and little fun for the players due to compounding complexity.
I really want to play on a gigantic map for a year or longer - I love exploration - and just build a 64-bit machine with 6GB of RAM in anticipation of the Elemental beta release. Ok, ok ... so I needed an excuse.
I am concerned that a more complex style of micromanagement could take out the fun from spatially and temporally epic games. Nevertheless, I would like to try it out.
If I remember correctly, EWoM is a kind of "make your own game you really like" system. Meaning: there are distinct focuses which depend on your play style.You like civilization and settlers? Go for it and organize the resource and supply lines. You prefer sth like the Total War series? Well, focus on army building with all those distinct units and sent them marching.You would like to play even more abstract and make it a diplomacy heavy game? Fetch the stick and the carrot and talk to the other empires.If the gameplay would really be as diverse as you seem to aim for, you will need a high complexity in all of those aspects with an option to heavily streamline and simplify the parts of the game the player doesn't want to focus.With respect to the resource system: I am with camp 1. However, there should be the option to click on a town, decide the end product (magic sword wielding bear cavalry) and let the AI handle the rest. Otherwise, the players, who just want to fight it out will get annoyed if they have to build up a heavy industry before they can start with the part of the game they really like.The same would be necessary for other aspects of the game. (Spying, Trading, Diplomacy, Military). If you indeed manage to get a lot of depth into each part, and if the player can decide how deep the various parts shall be to fit his or her play style, then you will have created the ultimate game... But then, it might take years to program such a complexity...
Firstly, I think it needs to be pointed out that the first picture clearly does the sophisticated trade system an injustice by implying you would be doing it all at one point in time.Secondly, Lets not forget this thing called the UI, if you really expect people to make every city in their empires identical by distributing everything everywhere, then you get them to bung a big button in the Caravan\Resources\Trade Routes window that says [Distribute Evenly] and figures it out for you. That said I can't see why people are expecting to have to deal with 20+ sliders per city, let alone on a regular basis, as I see it working, If you have just researched\designed your new weapon and want to distribute your "sword of doom +2", you would simply be clicking on the city that creates it, clicking on the "Sword of Doom +2" button, which would bring up the list of cities\sliders, then you slide which ones you want, which would be the few cities in your empire capable of training the soldier that can use it (heck, maybe even there could be a toggle that makes it only show the cities that can use it). Done, Dusted. Now if you really expect all your cities to require the sword then It's not that complicated either, first you'd have aforementioned [Distribute Evenly] button, and then if thats not enough control, get them to add a [Distribute To....] button which would let you say Distribute to Barracks, and it would set up the routes to every city with a Barracks.Now people will complain that I skipped the acquiring of resources, but I didn't, those trade routes would almost certainly have been set up during the preceding 200 turns, the flow of gameplay would mean that You would discover Iron ore, and assign it to be shipped to your Blacksmith (1 caravan set up in a turn), then 50 turns later when you discover crystals you would set up the trade route that delivers those to your Alchemist, and if you haven't already done so when you discovered X other forms of crystal set up the trade route from the Alchemist to the Blacksmith. (at worst 2 caravans set up in a turn). The only time you would have to be actively dealing with huge amounts of sliders per turn is if, A) you are recreating the entire caravan system of your empire or B ) you have a thing about maximising efficiency to insane degreesAnd I'm done ranting
I don't see any mention about multiplayer aspect. As Stardock has said there will be a multiplayer aspect and than online multiplayer will be on Stardock servers, I am wondering how caravan can be targeted/intercepted in a multiplayer game.
If multiplayer means simultaneous turns, trying to intercept caravan can be impossible, meaning that they can be abstracted and made untargettable. The only way to disrupt them would be to blockade the source or the destination of the caravan.
I know that single player features shouldn't be too dumbed down for multiplayer playability. But multiplayer can't be added as an afterthought.
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