Let me cut to the bad news right off. Beta 1B isn’t ready to go yet. It needs to be pushed. But for your convenience, I’m going to walk through the problems with the current internal build. Now, before someone who isn’t paying attention closely sends me a flame PM, please read this: I work at Stardock. It’s my job to be critical of the game. The only thing unusual is that I’m airing our internal dirty laundry to the public – but there’s a point to that too and that is so that beta testers can participate in those discussions.
So let’s walk through the things that are in our current build that need to be addressed before we release a public beta 1B which is known as the “economic” beta.
Bees and wheat are in.
Or more specifically, we are starting to add a lot more resources into the game. The reason this is important is that we want to begin populating the world with resources that can share city improvements OR have their own improvements.
Info Card system is in
A UI convention pioneered in Sins of a Solar Empire by Ironclad is in Elemental now. If you hover over something of interest, an info card comes up – except here we have decided to go with an actual playing card motify ala Magic the Gathering.
The City UI is cleaned up
Managing cities has gotten a bit easier. the buttons have gotten moved over.
A lot of under the covers stuff has gotten fixed/improved
Performance is vastly better. The economy is technically in there.
While the economy is in there now, it’s no use to the beta testers if the user interface doesn’t convey the information to them. As Tom Chick would say “show me!” and right now we’re not and without that, beta testers can’t give feedback on whether they think the economic system is worthwhile.
Economics are hard to see in action.
Besides the fact that the info cards are way too big, they don’t convey useful information presently. Why does it take 5 turns to complete an Inn? I dunno. What could I do to make Inns build faster? I dunno. Why does the Inn cost $100? I dunno.
Under the covers:
The time and money to build an improvement = Labor + Materials.
The cost of the labor and materials determines the cost and the time to gather the materials and for the labor to execute determines the time.
Now, the card doesn’t need to display all of that. But it should display how much wood is required.
The info card (not shown here) should display what the Inn does and what it requires to be built. The player should be able to see the city data on the right (not a duplicate of the Inn here) so that they can decide what improvement to build and what resources they have on hand to build them with. How much wood do they have? How good is their labor? Do they need the benefit the chosen improvement provides? Without this information, the player is left guessing.
There’s been a lot of overall progress. But Beta 1B is a specific milestone for the economics so we have to be able to display this kind of “stuff” very clearly to players. So it’s looking like it’ll be another week.
Of course, that also buys me a little more time on the AI (which has been improving with these builds as well though it’s all C++ right now and not Python yet).
Stay tuned.
I wholeheartedly agree.
Some people say 2 times, some say 2.5, but I think this bonus system is going to need knife edge balancing, and every rule change from now until release will have the potential to ripple through the economy and upset the balance...
In regards to having oil and iron near your start in Civ4, it could be an advantage against the AI to have those key resources close at hand, but in that case you're lucky. I wouldn't say that was a huge problem, It's fun to be lucky sometimes. I think it would have been better if there were alternative paths to take depending on the resources you were blessed with.
Instead of a couple of key resources at a given point in the game, I would prefer a system that used many types of rare resources, and the exact combination that you had available would guide your channelers development. That way the resource is critical to you, not because it's just a critical resource for everyone(oil), but because you have invested so much in it's exploitation. Upon losing a resource that you were counting on, you should be greatly harmed and all your investment come to naught until you get it back! This would make resources worth fighting for, but also rely less on luck, because every player will have some rare resources in his backyard that he has invested in. Resources in general would be common, but individual resource types would be rare.
Another thing I like about this is that every game would have a different feel, revealing the games content to the player slowly over many games.
I personally am disappointed in that direction. 1 man's opinion. If you got no wood, spending an extra 15 turns building a wood building with wood you don't have is, um, well, there isn't a nice way to put it.
Now applying a gold cost for getting the materials and some additional time for acquiring it rather than having it from your own sources - that seems like it would be equally easy for the lightweights to deal with and would seem a lot more "real" which I think it important. So in your example, the way i would like to see it done is have a smaller time penalty but increase the gold cost. So if it was going to take 10 turns and 10 gold with your own wood, maybe 12 turns and 50 gold if you have no wood, (exact numbers subject to tweaking for balance, but the general idea).
Food for thought: Rather than have "turns to build" have "units of effort or labor" to construct; effort of course can include things like harvesting wood or laying a foundation, framing, roofing etc. By using an "units of effort" model, this opens up to faster development as a city grows and has a larger workforce... just like all citizens contribute to research, they also should contribute to labor. This allows for advanced buildings to be rediculuslly difficult to build for a fledgling city but reasonably efficient for an advanced city. It also allows for a line of research and structures to improve labor efficiencies.
Perhaps not just extra time but also extra cost. Cost for importing materials/hiring freelancers etc. And additional time for the transit period.
I'd like to test it out first before making an opinion on it... if they ever let us
I do prefer the market + labor approach, converting gold to resources or visa versa. However a word of warning, gold is just another resource, requiring it in place of say wood could stagnate development just as much as requiring the actual resource. The labor only approach allows for development at the sake of time when no other resources are available.
Same here. I've been pretty disappointed on the economy front ever since it was revealed they've decided on this nebulous global resource model with no hard limits. And I'm not sure throwing gold at it is any better... Who are you buying it from? Unless there is private enterprise, the only place to buy it from would be other players/independents, in which case I'd rather it be done via diplomacy/trade.
I'd much rather they make base resources like lumber, maybe stone, and some basic metal or whatnot common enough that everyone will have some access to it. If you try to build beyond your capacity, construction would be delayed because you wouldn't be able to supply resources quick enough to build everything as quickly as possible. I would rather the more specialized resources be a major factor in the direction your empire takes - the way you choose to progress would depend on what resources your empire has on hand. If you have no access to mounts but have an abundance of valuable metals, you will be able to field a large army of well-armed infantry (and maybe archers, etc) but will have minimal cavalry. If you have an ample supply of bears but not very much metal, you might be inclined to funnel most of your metal into churning out a core of well-armed elite Bear Cavalry, supported by a host of relatively poorly armed troops. If you have a supply of crystals that can imbue magical properties to your troops, maybe your army will be less well-armed in the mundane sense but have mystical advantages - faster, stronger, maybe their copper swords will seer their victims with heat or chill them with cold...
This would happen to an extent in the current model because people wouldn't want to wait 2-3 times longer for their troops to train. But if all they're interested in is a unit of elite Bear Cavalry, that might be perfectly acceptable. But if they have no mithril, and no one is willing to trade any mithril with them, no matter how long they wait their Bear Cavalry should not be touting mithril armor or weapons. The problem in Civ IV is that you pretty much need every one of the functional resources at some point in the game - if you don't have horses you will be at a huge disadvantage. If you don't have rubber or petroleum by the end stages of the game, you will lose. The way around that is diversity... If there are alternative paths of specialization, each requiring different resources, then everybody might end up with a completely different set of resources and be perfectly happy. Resource abundance should be a game setting (that goes without saying...) and people who enjoy fighting over resources will make everything rare, while people who don't will make resources more abundant. However, this diversity would still ensure that not everyone would develop in the same way - they would have access to different materials and thus head in different directions, leading to more varied games and more variety within each game.
I really like the idea of the map (everything about it, including resource placement) heavily affecting the direction of empires, and I think the current planned route will water that down too much...
The extra turns are just here to say your labor needs to get the needed resources.
But ... some resources should be on the can/cannot side. Like extremely rare materials (think mithirl).
Anyway, I've always thought that gameplay should be winning over enforced reality. The micro to do trade would be a nightmare in the end turns. A simple solution is usually a good one.
So how hard is it going to be to edit these info cards? I mean without special tools.
Exactly. While I enjoyed the resource structure of Civ4 as it invited conflict and made the game far more unpredictable, by the end stages of the game every nation had the same troops, the same resources and the all of the middle work was lost to the ages. Regardless of the resource/economy structure, if they can nail this part - making each Nation really play to their strengths - then we're going to have amazingly diverse games. However, being able to produce things - even at slower rates or with additional penality - that you don't really have the resources for is going to destroy that somewhat. If I don't have Mithril, but I have Iron, I should be able to continually research my Iron working to create better and better pieces of equipment - of course Mithril would still be more ideal, but this prevents me from being left out of the arms race due to a RNG while also ensuring I'm playing to my Nation's strengths. Come end game, I have may a small number of extremely deadly Horsemen with Enchanted Iron Scalemail with Enchanted Reinforced Iron Broadswords while my enemy simply produced lots of basic footmen weilding Mithril equipment, with our forces evenly matched.
I always wondered why, in Civ4, 1 resourse always equaled 1 resourse. If they had like a "scale" of 5-100, 5 being a little puddle of oil, 100 being a gusher, then you could use the "gusher" to build your special units, and have plenty to trade with other empires.
I hope they can do something like above in this game: Everyone can find a puddle of needed resourses here and there, but the motherloads of resourses might be randomly placed in neutral areas between starting cites to encourage expansion, combat, and trade. Being able to research resourse development could mean a puddle of 5 could bring in 25 (or 50? or 75?) for those on the losing end of a resourse battle.
Take your time! Why rush? All of us here are patient -- or if not, need learn this virtue.
Additionally, the feedback you will get on the economic system won't be fully meaningful until later, when we can understand what the economy is good for; currently, since we do not know yet whether more Resource R1 or Resource R2 will help us get more bang for our buck, our input will be suboptimal anyway, since we do not know what we need to make our butt-kicking armies kick more butt.
Feedback on Screenshots: If possible, you should make not only as much text information on the "cards", but also as much text information on the screen hyperlinked to some kind of updated hyperdatabase, so that, in the example with Inns, I can click on "(will eventually)" and find out the mechanics behind the temporal caveat, and click on "lure heroes" to see how that mechanic works.
One minor point, if I may: Are you also interested in typographical, orthographical, or semiotic optimization feedback? That might be useful, particularly for your beta testers whose native language is not English. In the screenshots of your cards above, for example: The plural of Inn is not "Inn's", but "Inns"; "Inn's" is possessive and could confuse people. Likewise, Wild Wheat's card is confusing: Wild Wheat is rare, and can be farmed for more food output than fertile land ... can be farmed for under normal circumstances? ... is "normal" wheat "fertile" but wild wheat not?
Nice going and good luck, we'll be waiting patiently!
Exactely what I was thinking. The extra turns are just a representation of the exra time it takes for the manufacturers to get the resources themselves.
Another point I agree on.
Hm, maybe I should have signed the whole post...
What I'd suggest if you don't want to go to a more detailed system is if there is a global market of independents and merchants.
If you want to build something which you don't have enough resources for, you automatically try to get the needed stuff from the global market and the cost of the unit in turns and gold depends on the price for it on the global market.
That price then depends on how many unclaimed sources for it are on the map and which players are selling surplus resources on the global market compared to how much demand for the resources from players and independents there is.
You can restrict the selling of resources to the global market but that would result in smuggling of part of the resource (which you maybe could reduce with certain buildings, border patrols or something like that).
That would encourage variety, as if all players would try to build mithril weapons with resources from the global market the price would get skyhigh.
The time increase is really counterintuitive. It would be better if the missing resource would add to cost, not time. Reasoning i can go to the market and buy the stuff i need. Just IMHO.
Edit: I see now others that had the same feeling. I agree with them.
Sorry, I see a problem with that. Basically this turns any ressource into just another name for gold. So, why go hunt for them ? It is easier (and probably more efficient) to fine-tune your empire to create tons of gold instead. Of course, it *might* be feasible to make the added cost very high. But for basic ressources like wood ? And still all the ressources would be completely interchangable. Time in comparison to gold is more of a problem since you cannot compete as easily with other empires as with gold. There is a definite fastest speed.
My two cents - have basic ressources (usable stone, wood etc.) work in a way that procuring them gives a bonus in gold and time (If the builders have to acquire it via import from third parties, acquisition is more costly AND time consuming). And since I hope to see varied maps (desert-rich, for example), even a "commonplace" ressource like wood could be of big strategic importance once in while. This is still easy enough for "light-weights".
Additionally, have some rare ressources (Mithril ? Stardockonium ? Frogiston ?) not be replacable by money (or time), or only as a random/rare event (mystical merchant arrives, that prohibitively hard spell, the stache guarded by the god of war...). And those make some unique options available, legendary spells, buildings, units, unit upgrades... Make them very limited and preferably bound to upkeep costs (no armies of dozens of dragons), so that trading them away would really hurt.That should take care of the ressource spreading to everyone. If you just get enough turbonium for one, perhaps two dragons (and thos dragons are really good), are you willing to trade it away ? And how high is the price ?
Cheers,
E
I would like to say that I strongly disagree to this. CIV IV bashing is blasphemy in this regard
Having oil next to your starting city is not important at all. You will not notice this until very late game and you could/should have a huge landmass by then. If you dont have oil in this landmass you go get it from your neighbours. That is how the game is supposed to be.
The RNG doesnt just throw stuff around in CIV IV. Regarding Iron, its no problem not having iron early on. If the RNG doesnt give you iron, it will give you something else. This other resource could potentially help you more (or then again less) then Iron would. This depends on your play style, your neighbours and lots of other stuff. Please dont say that a CIV IV game will be ruined if you dont have a particular resource. You just have to adapt to what you get.
You know the arguments for a more complex economic system keep giving me flash backs to Civ4 Colonization and even the anno games (real time though they are). My problem with this is that these games lend themselves well to economic complexity such as the development of supply chains and fine tuning of trade routes indeed such complexities are the core of these games but I don't think economics should be the Core of Elemental.
Economics is of course very important but when I think about playing a game of Elemntal my thoughts turn immediatley to magic, dragons, cut throat family politics, brave adventurers exploring dark dungeons and epic fantasy battles. I do not think about spending ten minutes of my turn fine tuning my iron shippments from one city to the next so as to maximise my armour production, this would in fact detract from my enjoyment of the game since I would far rather be focusing on exploring a dungeon or redesigning my archers so that they can use a longbow. In other words I would rather get my strategic and tactical fix from across a broad spectrum of diplomacy, war, adventuring, family politicing, research and yes simple economics than having to spend my time micromanaging an increasingly complex economy.
Please don't misunderstand I like economic complexity I just fear that this game needs to be finely balanced in order to succeed and there will already be so many other interesting things to do in any given turn.
On lack of resources, as some others have said:
1) Takes More Time
2) Costs More Money
3) Each ResourceType xml element has TurnsToScavengeOneUnit and GoldToScavengeOneUnit
4) Very rare resources should have very high (but finite) scavenging ratios
5) AI must consider turn and gold cost of construction/training so it doesn't get stuck spending 1000 turns on a single mithril sword when it could have made 300 steel swords in that time.
I rather like the approach Frogboy was talking about. from me
Indeed. I think that the eco system should work like this:
Your empire gains a certain amount of gold + BASIC materials -wood and stone / turn / city which should be based on the size of the cities perhaps. However metals/rare ores/magical mats for example shouldn't be counted as basic mats. You should be forced to capture an iron mine and control it in order to be able to produce iron weapons/armors/items. Yes this is the Civ4 style, and it works like a charm. I say it once again: Having strategical resources, which you must capture is a good thing. That adds to the strategic deepness of the game.
That being said, this Civ4 system can be tweaked for Elemental: The player should be able to buy BASIC and SPECIAL resources at the marketplace for gold OR trade it for other resources. This is the Heroes of Might and Might system. Combine this with the Civ4 resource system and voila = perfect eco system. This is my opinion of course.
I am agreeing with Tormy. Perhaps elaborating a tad.
Basic resources, such as stone and wood, ought to be generally available is modest quantities. However, if you control a resource source for these basic items, you have a much higher supply in quantity, and perhaps quality. So you will always have some lumber from local trees, but if you have a nearby redwood forest and a sawmill, you have a lot more wood. You will always have some stone to work with, but having a quarry gives you much more. So even without the quarry you can build slowly, but large projects (such as a cathredral or walls) really need a quarry or they will take forever. Spending gold to purchase the resource from another player will mitigate that...if the other player and you agree on a price.
However, if you cannot agree on a trade with another player, I would prefer that you not be able to spend gold to buy the resource from some invisible market. If there are no quarries in your part of the world, one ought not be able to buy quarried stone regardless of your gold supplies.
Regarding more rare items, such as iron. As implied in earlier Frogposts, any city will generate a little bit of it even without a resource. If the soveriegn needs iron, the peasants can pull old nails from the junk woodpile and get a little bit. On the other hand, if you have an iron mine, you get a lot more. If you are going to equip an army, you better have an iron mine.
However, for the rare items...diamonds or mirthril ore or dragon scales to tip your arrows...those are not lying around. Find them or buy then, no automatic small availability like with iron or wood or stone.
Since we are considering a game with up to 32 players, we are in the fortunate position where we could use market forces to set prices, rather than artificially set the prices of different commodities. In other words, use supply and demand to set prices, like in the real world. To do this we need an active market in commodities and some sort of market or meeting place where things are regularly bought and sold.
Perhaps in games where the world has become developed and connected, there will be cities in central locations where players might often buy and offer for sale the special items they have created and found (as discussed in another thread). Using the same system that offers to sell special items, a player might also offer commodities they want to sell. Send your carts of excess wood, stone and iron to the market in Minas Tirith and offer it for sale at a price you want. If others don't buy it, lower the price until they do. If it sells quickly, set the price on the next load higher and get more for it. If you need stone for your walls, buy it in the city (though you may be financing the army which lays siege to your walls later!). If you control the city with these sales, institute a 5% tax on the market place and you're rich.
If the market town benefits all players, it may develop a tradition of a 'Peace Town' that is better left alone than attacked because if you attack it, you shut down your source of critical supplies. Or perhaps a greedy player wants to sieze the town to take over the market tax revenues or confisicate items for sale...so the other players form a commercial league to protect the trade zone. You can see that the diplomatic as well as economic possibilities.
Balancing the game's supply and demand can be tricky, but that that is an economics topic for another post.
I really like this idea. It could probably be reworked into something a little less management-heavy, but the general concept of it is great. A while back I had a looong discussion with NTJedi (mostly) about trade; and I think we both agreed that being able to have cities or even entire empires that focus on trade would be great. Like you said, some people might want to conquer them to control the trade (think ancient Persia), but attempting to do so may anger a whole lot of people who rely heavily on that empire/city for their trade, maybe even enough that some of them will go to war on behalf of the trader city/empire to protect their interests.
I know a lot of people think Elemental and think magic, magic, heroes, adventuring, and more magic. But when I think of it I always think back to how Brad described it way back when - Elemental is supposed to put us in charge of the empires and nations that make up the setting of D&D games. We are not the lone adventurer, or even party of adventurers - we are the head of a state with concerns stretching from empire management to tactical warfare. Basically, I think of fantasy worlds; and what fantasy world is complete without merchant nations, or merchant guilds, or something else of the sort? (Obviously there are some that do just fine without, but in others they form an important part of the world). Allowing trade to be a strong force will help emphasize diplomacy and simultaneously make diplomacy more interesting.
Building up your nation as a trading hub could be a viable method of playing; you might not have the best army or the strongest magic, but you will rake in profits, have access to all sorts of resources that you might not otherwise be able to find, and have a lot of people relying on you. The latter means relying on other nations' dependence on you to deter potential invaders, and to help you in the case that such deterrence fails. Over time you might be able to accumulate the resources to become a formidable power in your own right, even though you might not actually control very many resources or even much territory of your own.
Basically, I think the combination of familial/political intrigue, combined with a fleshed out trading system, plus all the other standard components and factors of diplomacy, would result in a truly amazing and intriguing diplomacy system. Quite frankly, I have never played a game of this sort where diplomacy itself was very much fun - it pretty much always degenerated into a predictable system of how best to exploit the AI. But throw the dynasty system and an actual trade system into the mix and I think diplomacy would actually be interesting and fun, as well as somewhat unpredictable. It allows the formation of meaningful relationships with other players (even AIs), to the point where watching each other's backs might actually be worthwhile. Alliances would actually be alliances, not glorified non-aggression pacts...
So basically, my opinion is that a fleshed-out, semi-autonomous (for the sake of minimizing micro) trading network would resolve some economic issues while simultaneously and significantly enriching the diplomatic aspect of the game. Depending on how it's implemented it could also lead to more military options, as well..
There are many great features available to you once you register, including:
Sign in or Create Account