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.
Put me down for being in Camp #3. I want a happy medium between "good lord almighty, I'm getting a headache from the complexity!" and "durrh, what are resources?".
I largely agree with what you're saying, and the last part (which I highlighted) most of all.
As fun as the Camp #1 economy *could* be, I do feel it would be needlessly complicated for too many people. Even I only enjoy micromanaging my empire up to a point -- usually around the time it's become medium-sized (your definition of "medium" may vary, of course). Once my empire becomes large, I find micro-managing to be a real pain in the ass....so the less of it that I have to deal with (or have to delegate to a not-always-competent AI), the better.
While I do believe Brad could probably develop decent AI governors for the first type of economy (for those of us who would end up relying on it/them), I'd rather he didn't have to spend the time & effort doing so. I'd much prefer he spent his time working on the overall strategic and tactical AI instead.
Sorry, just noticed the camp #3 update in the OP, so my most recent comment is probably unnecessary.
For what it's worth, I prefer 3 to 1.
Thanks for the update and also the improved CAMP_3 model.
CAMP_3 sounds definitely better... one suggestion is providing an ON/OFF/PRIORITY setting as mentioned by another member.
The ON setting is exactly what's described within the original post for CAMP_3.
The OFF setting instructs the game not to send Resource_XX to this town.
The PRIORITY setting instructs the game to send a majority(80%) of Resource_XX to this town. Thus if a player has 5 towns producing "Night Guards" then the one town with PRIORITY would recieve the majority of the resource.
I change my vote for camp three as well, as it's rather similar to what I proposed a few pages back. I still think however that in addition to this automatic system we should be able to manually assign resource shipping, in case the game comes up with a solution that is unsuitable.
Imo the most important thing is that the system scales and preforms well while being interesting
camp 2 is too simple and boring
camp 1 has the potential to have micromanagement issues
camp 3 needs to have good A.I. to work out what you wanna do
Another issue I feel with camp #3 is with materials which are particularly valuable or rare, or ones which there isn't a guaranteed supply of. What happens with these? If I want to use a Ruby which is only found as loot in dungeons, I don't really want to waste it on the first town which might happen to have some demand for it.
Camp 3 will work except for number 3. I want the option to directly control where resources are sent. I enjoy micromanagement.
I mainly want the sophisticated version because of the depth possible. I like Age of Wonders but it was to simple. Master of Magic I only played for like 20min but from what I've read from it, sounded much more interesting then AoW due to placement of cities due to mitrhil veins and such.
However, I sure as hell don't want anything like GalCiv II where you had 20 planets and had to alter that damn slider for every single planet! What a borefest I want to Explore, Exploit & Exterminate!
Camp 3 with the option to land in camp 1. Perhaps have camp 3 be the way the game is shipped with the improvements in U.I. and A.I. needed for camp 1 be something that's added later via an update to the game engine.
Count me as a vote for camp 2. It sounds like that simple system offers some good opportunites for high-level strategies where the various options have unique pros and cons. Do you settle a city where it will be large and productive or where it can harvest a resource that benefits your other cities? Send your iron to the city that trains the best soldiers or a city closer to the frontlines? How much protection for your supply routes and should you raid your enemy's? etc.
What are the additional strategy decisions that the more sophisticated camps would allow? It mostly sounds like a lot of careful management in order to get a result that is simply better. If you do the micromanagement, you get more swordsmen and if you don't micromanage, you get fewer (or the same number for a higher cost). There's no strategy decision, no pros or cons. It's like the game is rewarding you for hard work, when it should be rewarding you for playing in a fun way.
not bad
i dont feel the need to manage every route and stuff but i prefer if the system would allow to decide AT LEAST to distribute the resourse in a different way
i hated the civ system in the end where a single resourse meant the same as 10x or where a iron at rome is the same that having it at madrid
this system sux
so imo the camp#3 could work if it allows lets say to move more iron to the border to build faster weapons or more food to the capital to feed the abitants and stuff like that, if you dont wanna make ppl move resourse 1 by 1 at least some generic choice like export/import low/medium/high
i really loved the trading of anno 1701 i find it cool that a resourse takes more to get to destination and there is a risk to be intercepted
there is still the option to make trade routes automated and just setup in the towns some choice about them or even in a recap screen
imo its more about a good ui that could make a little sophisticated system really user friendly and fun
Camp 3 is pretty close to the "Railroad Tycoon" approach. Resources fall towards where there is demand for them. It's a good (though perhaps difficult to understand) system.
That said, if you have 110 different resources, the game just isn't going to work regardless of what camp you're in. Someone needs to simplify that resource chart drastically. Don't make "swords", "axes", and "polearms"... make "weapons".
Count me in for system three. Sophistication minus a million sliders is the way to go.
You are correct. I think SD should post a vote on the website for some clear numbers. Anyway, I think camp 3 could work but would need a very good AI and I would also want the option of limited manual control, for example setting percent values and target cities for products.
Additionally I would like the resources broken down into a tree with maybe 10 to 12 core ones and the related branches (read as upgrades) coming from them ala GC2 tech tree with a RRT AI orientation and a MoO like manual control option.
I don't like the idea of resources following some AI and getting distributed without my input. I feel the player loses too much control and the game goes on autopilot. Don't forget the lessons learned from MOO3. Micromanagment was removed and the game became unrecognizeable and boring. In a turn based game, we should be focusing on the actions/decisions a player has to make each turn. If micromanagement becomes too heavy, then I feel it is better to abstract the system rather than to automate decisions with AI. That being said, here are some ideas...
RAW MATERIAL PRODUCTION AND RAIDINGUse abstract logistics for raw materials. All production, minus losses from raiding go to a common pool. I would also make caravan guarding/raiding abstract. Have players assign troops to defend from enemy raids, but don't make the players move these troops and there would not be a need for careful caravan pathing. The caravans shown on the map might highlight target rich raiding areas. This system creates an important decision for player: How to distribute forces between merchant guards who protect the transport of raw materials, Realm defense(protecting real assets like the mines or cities) and offense without much overhead.
Raiding, unlike the abstract caravan defense, could be an action taken by any army in an opposing players territory. The damage done and spoils would be determined by the proximity to important assets like cities and mines, the amount of troops raiding and the number/quality of troops assigned to caravan defense. The successful raiding army could be considered to be carrying the raided goods and would have to make it to a friendly city to make use of the loot. If an enemy army would defeat an army carrying raided goods, they would get the goods. This type of system creates a way for a player to hurt an enemies economy, help their own, and is also completely optional and doesn't require AI.
Finished goods/semi-finished goods like swords, magic potions, raw recruits, etc.. Could be micromanaged. This introduces important decisions about where to build important buildings. I'd also include a system of autoforwarding similar to other games like Warlords to automove production goods to other cities(with delays for distance). Once these goods are in transit, they become succeptable to raiding just like raw materials. Thus, most smart players would limit production and assembly to some key hubs.
So many posts in less than a day. I'll read them all later. For now, I'll post some of my ideas.
I like the Camp #1 system the best. It gives me the sense that if there is anything I would want to have done (in regards to the economic system), I can do it. I have no problem with having a Camp #2 or #3 interface (assuming its not a pain) so long as I can somehow override things to do anything I want to do with a Camp #1 system.
For instance, lets say that an enemy has determined my shiping routes and has sent an army to destroy my caravans, and steal my swords. If something like that were to happen, I would like to be able to reroute my shipping routes to go another route, or stop altogether until I somehow find a way to resolve this problem.
Worst case scenario is that somehow my opponent manages to split my empire into to 2 or more fragments. Any attempts to send resources between those fragments has a high chance of being intercepted and stolen by the enemy. For those situations, I would like to be able to be able to rebuild my economy to avoid such costly mistakes.
Other thoughts:-For each town and each resource, I would like to be able to say 1 of the following: ship all to here, ship x to here and store the rest, ship x to here and free trade the rest, ship x to here and process x to y and free trade the rest. Stuff like that. This is by no means a complete list.-I want to be able to handle a mixed system in case I find something in both worlds handy. Lets say I capture a few iron mines in enemy territory. I might for instance want the caravans to send the ore deep within my territory. Once my new supply of ore arrives to its destination, I would want it to spread out normally as though the ore came from there.-Have a meaninful distribution of resources. I might not want a crystal mining town to store iron ore unless the town in question is somewhere between the mines and a town that can use that ore.-There has been some mention about storage, but how would they work. Will stores store anything and everything until it reaches capacity, or could you set aside some storage and how its managed? For instance, for a mining town I have, I might want storage for 400 units of food, and 200 units of iron. However, because that town is for mining only, I would want that town to ship away all iron and store any food it gets (to its 400 unit capacity). Any remaining storage I would leave to the AI to handle.
I'll be back later once I think things through some more, and read some more posts.
I hesitate between choices 2 and 3, but I greatly fear the micromanagement of choice 1. I played a lot of Colonization, and the beginning was always a lot more interesting than the end due to having to micromanage many more cities (the number of ressources was at most doubling from the beginning to the end). If Elemental is due to have more and more ressources as the technology improves, this could make for a micromanagement hell. AI governors are not a solution, as having them make a few number of frustrating decisions would make many players (like me) go back to micromanage. Micromanagement is a hard drug to avoid for many players...
If you are still open for suggestions, I would suggest something similar to choice 2, but with some more shuffling around of ressources by the player.
Let have mostly everything be a ressource, but in broad categories (sword, spear, axe -> iron weapons/steel weapons; helmet, armor, shield -> leather armors/iron armors; etc.)
The ressources do not accumulate over time, you either have access to them, or you don't. So a small mine would give you 1 iron ressource, a bigger 2 ressources... A blacksmith will convert 1 iron ressource into 1 weapon ressource. This is not per turn, but simply indicate that all the iron you mine is converted into weapons. Then this 1 weapon ressource allows you to train in that town soldiers with any iron weapon.
Ressources can be traded between towns. You send a caravan from one to the other with a specific ressource. Once the caravan is sent, you lose access to 1 unit of the ressource from the source town, but you only get access to it at the destination once the caravan arrive. After that, other caravans are sent, but only as target for foes (like in Galciv 2). Destroying the caravan prevent the destination access to the ressource until another caravan reaches it. The delay in moving ressources, and the small number of actual ressources per cities (maybe ~3-5 per small cities) around should prevent most micromanagement from choice 1. But they will allow sending ressources from your mining towns to your capital, unlike choice 2.
Camp 3 would be nice, but you should make the different production points barter for resources so that we have a hardcore economy simulator!
Yes, that was a joke.
Camp 1 or 3 either one. I don't mind the work of setting up exactly what camp 3 will do automatically. I don't mind not doing the work of setting up exactly what camp 3 will do automatically.
Caveat: I haven't had a chance to read the 218 replies ahead of me yet.
I like the third option a lot. As I was reading, I leaned toward Camp #1, but saw the concerns of Camp #2 as very legitamate. In the third option, you basically replace sliders with "build more of stuff where you want it". This does 2 major things:
i think this is fair, and brings up a fair amount of strategy. Do I put all of my proverbial eggs in one basket, and build up one (or a few) uber-cities that can crank out soldiers like no tomorrow; or do I spread out my production capacity; or, do I concentrate production capacity for certain units, but ensure all cities can build some bare minimum for my army (heavy infantry, archers, whatever).
I think a key to making this work would be to have not just upgradeable city infrastructure, but expandable city infrastructure: the "more blacksmiths" Frogboy referred to.
Finally, I don't think it's necessary to apply an artificial penalty if you assign resources to a far-away city. This could be naturally balanced in two ways:
On a side note, a system something very much like Capitalism II has would really rock methinks.
My vote changes to #3. If that doesn't work out, then #1. Its awesome that we have input on something so critical to the game. You guys rock!
Yet another thought. [e digicons](\(\[/e]
A bit has been hinted at about warehousing. I think each "construction facility" (i.e. a forge, an alchemist) should come with a small amount of warehousing - say room for 10 units of each resource that they can use. This makes sense on a lot of levels. A forge should have the ability to store a bit of iron, some wood (or coal) for the fire, etc. Possibly they should have the ability to store a bit of each of their finished products as well. Building warehouses in your towns for storing larger quantities of resources will still be needed so you can distribute resources around instead of being a big pile of loot asking an opponent to capture...
This might be overcomplicating things. It makes sense to me and seems like it would beeasy to implement that way, It just seems a shame (and doesn't make much RP sense) That you could have a blacksmith, and be mining ore, but couldnt have any ore on hand to work unless you also built warehouse (although warehouses definitely make sense to be able to have large quantities available. A Wal-Mart for every village!
This isn't really on topic, but was kind of an offshoot thought that seemed appropriate to this thread. Please don't let it derail the awesome flow of ideas on the OP topic tho!
Camp 3 sounds good in principle. I am a bit concerned however that I might end up with piles of resources where I don't want them.
I vote for Camp #3!
I like its promise of trading-in micromanagement for emergent patterns that I could influence strategically (this might be really fun from mid game on).
Trade could also be encouraged by deriving some - perhaps late game - bonuses from resource diversity:- Higher food diversity could attract population (or heroes?) from less divers areas.- Higher precious stones and metals diversity could make your sword and armor prettier.
Resources should be flowing to where they're being used, not to where they aren't, in option 3. I would consider it a bug or a flaw in empire management if resources are somehow going someplace that you didn't want them.
By which I mean, if you've got a giant empire and you have a mega "factory city" on the west coast but the west coast is pacified and you want all raw materials to head east to production facilities closer to the front, then you should shut down the buildings on the west coast side (blacksmiths, etc.). Shutting down production is something that was mentioned specifically in the "Camp 3" update, and that (plus being able to set a priority) should provide plenty of flexibility.
And if you've got warehouses, it'd be important to place them in useful areas - that is, near blacksmiths or maybe in "hub" centers so they could be shipped to locations that need them if you have times of surplus and times of scarcity.
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