Today we’re talking about different ways we can streamline the creation of resources. A long time ago, we wanted to put in a system where I could mine ore which could be turned into ingots and so on. Basically, one resource being turned into another resource.
For the stardock guys, these thread must be like watching an ant farm. Throw one little crumb into our tank and watch us go crazy over it.
LOL. Yeah, Frog is typically verbose. But this space has been intentionally left blank.
I wish he would pay a visit and tell us what he thinks of the place and to drop us some more crumbs.
Maybe Kael will come say hello.
I think most people know which "camp" I was in back in the day. I liked the idea of managing resources -- turning something into another and working out the logistics. But I'm in a tiny minority on that feeling. But I do like the idea of letting modders eventually changing things a lot.
For me it depends on how far you take it. If its a multitude of end products to choose from from a single map resource then it adds another important decision. Should i use X and turn it into Y or Z. Y and Z being 2 different end products that can be used to produce 2 diff things. To use your metal and ingot example. Metal could turn into... Ingots to produce weapons and armor or say.. idk silverware(bad example but just using it for illustration purposes) or something that would let you increase prestige or something That would deff. add another strategic layer imho.
However if its simply A turns into B and C turns into D before they become useable its just another layer of useless managment.
One allows different styles and strategies dependent apon the players choices.. the other one is just um.. uneeded fluff.
I'm of the same mindset it would seem, and in the same minority.
If the engine/mechanic was robust enough to handle a complex economy, yet implemented for WoM to be a more simple core economy system, it could then also be used as a good guide to work from (i.e. very concise, descriptive notations throughout the XML). Modders could then introduce a complex economoy model into the game for those that want something more from their resource system.
It's a win/win, imho, and everyone is potentially happy. I know that I would devour this like Chris Farley and John Candy at an all-you-can-eat buffet.
Total War has localized resources, vital to your war effort that gain great improvements to units built in those territories along with unique unit acquisition from select territories as well. Total War has local, tiered building requirements for every unit produced. Total War has a vastly more complicated economy than Elemental does.
Total War is a glorified combat simulator with more strategic depth. They're so proud of their campaign system that the assholes wont even make it multiplayer capable. A real winner of an argument there.
When I bought Elemental, unit creation designs were for a demand driven production economy that locally created and stored refined components to be used in equipping, and then training was the only time constraint besides having the equipment available, through an automated caravan system. It's not why you bought it perhaps, but I'm downright depressed at how shitty my strategic options are. I can't even make myself play it between the half ass economy and the MoM-lite tactical combat. All that work on unit customization, for a game five year olds could figure out.
Nothing to raid, nothing to plunder, nothing even resembling supply lines. You can't plan ahead because there's fuck all for infrastructure and massive time requirements for pumping them out. Tactical combat might as well not exist, autocalc is only to be avoided because the tactical AI is as non-existent as the tactical combat. Strategic depth is a big fat zero. It's not even Civ, and Civ has the strategic depth of a puddle in sand, another in a long list of games that only deal in end products.
I didn't want the typical moron game, AOW was vapid and even it has more strategic depth. I was looking forwards to a company with an entire building full of specialists in designing GUI's taking a crack at making one that wasn't a pain in my ass to manage. Instead I got stupid simple shit because some of you can't think past games that are designed to be a hassle to manage because, wonder of wonders, managing them is the point of the game.
Someone (who's post I can't currently find, I'm sorry!) suggested the idea of using caravans to move local resources, by building something at each end of the supply line in the city (depots, or some such). I like this idea, and want to expand on it.
Suppose you have a kingdom with 3 ore in your control. Suppose that, in order to build magical arms and armor, you had to have ore treated with crystals and some other resource (a total of 3 resources together in the same place). Then you could (with the right research) produce magical steel arms or armor.
Why not use the current mechanism of limited caravans to control that? If you need 3 resources all in one place, the chances of one town being close to all three of those resources is low; you'll have to move them. So you burn your caravan lines getting the resources all to one town. It would work this way.
Build a caravan in City Ore. Send it to City MagicArms. On the map, it generates a supply line as it moves, and after one trip, the caravan is consumed, an Ore Depot is built in both City Ore and City MagicArms. Before you build the OreDepot in City MagicArms, however, you build your blacksmith, because you'll need to build your Ore Depot next to the blacksmith in order to get the bonus.
Same thing for City Crystals and City OtherResource. Now, in your one town, City MagicArms, you have a Blacksmith surrounded on the map with an Ore Depot, a Crystal Depot, and a OtherResource Depot. It can now make MagicalArms at a certain rate as a new resource. You can ship those arms (through the Caravan of City MagicArms) to another city that is collecting for magic armor to make very high end units.
The supply line, once created, appears on the map, and can be attacked by an attacker. It's a moving dot that moves back and forth, and supplies a certain number of Ore to City MagicArms every turn. If you kill it, City MagicArms loses the ability to create magic arms (no more supply line, you can't stockpile that resource, you can only redirect it).
You also are limited by the caravan mechanic, since you can only have so many caravans (one per city), so you have to decide how best to implement your trade web to get resources around your empire. It can be reconfigured at the cost of the travel time for the first caravan move which lays the new supply line at whatever rate the caravan moves at.
You don't have to micromanage; you have to set up your trade web and reconfigure it over time (like research; pick a research target, and work on it until done, then reconfigure). The fun would be in figuring out how to optimize raw resource layout of the map into the best production layout to build the strongest armies.
If the mechanic works, then maybe you use it for things other than just ore for armies. Maybe you move magic around through a "magical trade web" that accelerates your research, a "spy trade web" that helps diplomacy, or what have you.
The above idea would be, comparatively, high maintenance. An automated top to bottom production system can be zero management beyond initial construction.
Did you ever play Capitalism? With a couple of UI improvements that seems to be pretty similar to what you're describing. Here's how it worked:
You start with a retail store. It can do a couple of things: buy products from suppliers, and sell them to customers (or in Elemental's case, import equipment and give it to units). The "purchase" unit of the store can buy from anywhere, even another store. Usually it would come from a supplier of some sort.
If you wanted to sell beef? You could buy the beef from someone else, or build a farm and start raising cows. The farm has abilities to grow cattle, slaughter it, store inventory (like a warehouse), and then sell the result (to another building, only stores can sell retail in the game). Now, what if you wanted to make milk?
You raise cows. You milk the cows. You now have raw milk. You can't sell raw milk though. At this point you set up a factory which buys the milk and glass bottles, and manufactures bottled milk. You sell THAT to a store.
This can actually chain to fairly high complexity. You build a silica mine, which you send to a factory to make silicon. You send that back through the factory (or to another factory) to make CPUs. You build an oil well to get oil, which you use a factory to make into plastic. Along with some other components, you use a final factory to assemble PDAs, which you can then sell.
Each unit in a building has a certain capacity, so a manufacturing unit can produce X CPUs per unit of game time. The purchasing unit can buy Y silicon to supply the manufacturing, and the sales unit can sell and ship Z CPUs to whoever is buying them. Training can increase those numbers, as can setting up more of one type of unit (if stuff isn't buying fast enough, you can add a second purchasing unit for example).
Stuff winds up being shipped all over the map under a system like this, and there's quite a lot going on under the hood. It doesn't have to be exactly THIS complicated in Elemental, but the fundamental system is sound and quite a lot of fun. The main thing it needs is a UI improvement: where I can go and say I want to make "+2 Holy Avengers", and the game can hook up the necessary supply lines to make it happen. Having to manually tell 5 things to ship to one city so I can do it is tedious. (The biggest issue with Capitalism's UI is that I couldn't make a factory and say "make bottled milk". I had to set it up, then tell it to buy raw milk, and to buy glass. It'd then figure out "oh you want to make bottled milk." For stuff with a lot of inputs that just gets annoying.)
For a game like Elemental, this creates points of interest for wars or espionage:
1. Things like mines are a target, to slow down or cut off the supply chain.
2. Roads and ports are blockade targets, to cut off the supply chain.
3. Key manufacturing cities are obvious important targets, because if one city is capable of making those Holy Avengers 3x faster then any other due to specialization in enchanted item forging, you can cripple someone by taking that city.
4. Really big units are complex and hard to make, which boosts their relative value. It's not safe to try and create super units on a border city due to having to get everything to the far flung corners of the map, so you'll want to do it in your core cities most likely. The border cities can produce simpler units that don't require as much (or any) supply chain.
So if we are going to be looking at this type of system, I like one that works in that way.
So then what's the "vision" for Elemental, so to speak? If you like the big system, and the forum likes the big system (which it always has), and we have this thread about big systems... are we getting one?
I think it'd really help for you or Kael to say at some point "we want a system with X degree of complexity, with that restriction tell us your ideas to make it work." Right now I feel like we're throwing darts in the dark and hoping we hit what you're actually looking for.
I am not sure how one would gather that the forums have always supported a large resource system. Reading this thread, it is pretty clear that the community is fairly split on the idea. I think the vanilla game should have a fairly simple resources system, but should have moddable system which support larger resource chaining. This system should be capable of supporting "carting" systems as well as multiple upgrade/build path.
Okay, Psy, I don't see where what I suggest is high maintenance. Give me an example, please, so I can see where the problem lies. In my mind, I make a decision, build caravans, set them off, and then I'm done until I make a differing decision on what to produce where.
That's because you've either forgotten or never read the huge thread during beta. It was a landslide in favor of the more complex version. The simple version was leaps and bounds above the crap we have now. The two alternative versions following the feedback were camp 1+.
Camp 1 was good as long as it had a decent UI and good automation for routes you'd set up. Camp 3 was excellent regardless. Camp 4 was a little moohoo with the global resources bullshit, but that too would have been a very nice foundation for the economy.
The shitty simplistic camp 2 that almost no one liked? What I wouldn't give to even have that now... Between that thread and the early one on combat where we were going to have continuous turn, Total War scale bloodbaths for late game tactical combat, my ass hurts.
Edit:
The key word is comparatively.
Thanks for the link, Psy. Okay...
I am really scared that Brad even gave it the same "description" that I did recently.
And this...
is exactly what I described as well. 1 and 2 are quite similar, but this is just eerie.
I never saw that thread until today. I swear. What the hell is in this Detroit westside water, anyway?? Get out of my brain, man!!
EDIT: I looked through that thread and I never did post in there. If I had read that, I know I would have commented on it. It's a topic that I have always had strong interest in.
I think Stardock really need to know what sort of game they are making before this question even has any meaning.
If they are making a MoM style game then it becomes pretty obvious that the economic model is just one component of the game with magic, city building, troop selection, tactical combat, hero development being some other components.
If it is just one component then it is also self evident that it can't be 'too' complex because it is only a portion of the game and players will only want to spend a portion of their time managing it. The only way the economy can be very complex (ala Victoria or whatever) is if it is a core part of the gameplay experience, in which case we have a serious departure from the MoM, AoW, Fall of Heaven sort of game which I think many on this forum like.
The counter argument which Jharii and others have used is that it should just be automatable so that it doesn't take too much time. Fine in theory but:
A. AI is typically poor at doing this sort of thing, even if it is good at the automating it doesn't KNOW what the player is planning and therefore doesn't know what it should be working on improving production of. There might be solutions to this but I can't recall a good one.
B. Assuming A is solved then in order for a player to guide the automation well they probably need to understand how the economy works and what the limitations of the economy are... (eg you can't just ask for forged steel without having an iron ore mine, smelter, coal mine, forge, etc) The more complex the economy is the harder this knowledge is to come by and the more the economy is beginning to intrude upon all other aspects of the game again.
C. Assuming A and B are solved then what was the point in your really complex economy? You've just put a very complex economy in then had to spend all this time allowing the player to partially ignore it so they can play the MoM style game most people profess to want. Wouldn't it have been more efficient to put a more streamlined, simpler economy in instead?
Note that I'm not saying the economy doesn't matter. It does matter, a lot. But it doesn't need to be complex to matter, it just needs to be much better designed and integrated with the rest of the game.
I think that the former beta members of the community need to remember that many people that have Elemental were never a part of the beta conversation, and now most of those conversations are long done and buried. I highly doubt that Kael is somehow going to spend the next 4 weeks of his time combing through ancient beta posts to see what was discussed and what the conclusions were. I think in this thread we have had the unique opportunity to have a new discussion about resources, yet many still point back to that old thread.
I think most people need to ask themselves if a more complex resource system is actually require to add the game mechanics they want to see. As I stated earlier in the thread, I believe that a more robust improvement system along with a rebalance of unit costs and wages could emulate a broad and diverse resource system. Yet, this is my feelings concerning vanilla elemental only. In the overall, i think adding an underlying system to support diverse resources and multifunctional caravans is a good thing. While I may not personally want this kind of a system, it would allow those who support such a deep and complex resource system to create effective mods to add one. Since it is always easier to add than subtract with a mod, this would allow both sides of this debate to create the experience they want. In all honesty, deep and complex resource systems would be easy to put into Elemental, if a single change were made to the underlying system. This would be a caravan update so that modders can specify the end mechanics for each side of a trade route. That is, the ability for a mod maker to specify what game modifier to apply to the source city and what modifier to apply to the end city. With this one change, a modder could add any number of resources, add buildings to convert the resources, add caravans to transport the resource, and even add new unit costs for the resources.
That is one of the things that strategy games are all about. Learning, tweaking, testing, perfecting.
Players have the option to use complex or simple, in game. The choice is ultimately left up to them. This parallels much of the game's design already in other areas. Plus it adds the ability for the modding community to go nuts.
I wouldn't be so sure. And if not, I wouldn't be so sure that he hasn't already. One of the first things that he is likely going to do is to get the pulse of this community, but he also needs to know the "medical" history.
If you read those first economy threads, Kael was part of that discussion; he was a beta tester. He's aware. We do need to reopen that discussion, however, including his original post of "What is Elemental". If it's a wargame first, simpler economies should be the rule. Abstract it, shove it off into the sidelines, and abstract all the resources, like AOW. Just make the resources gold and time, because the game is about moving your pieces around on the board for strategic advantage.
If Elemental is supposed to be a world simulator (which is what I think it is) and RPG (since you have to have a world to roleplay in), then the cities, their life, and their interactions become more important, and therefore their economy becomes more important, and you need more depth than just an abstraction. Several (hundred) posts have been made on ways to streamline a complex economy, and these are all SMOPs. It's now up to Paxton to decide if he believes Stardock resources are better used making those changes to the economic engine, or the magic engine, or the tactical combat system, or what have you. There's a lot to do, and Stardock is still a finite resource.
So, from my perspective, my priorities are:
1) Economy redux, with a lot more complexity, to make a world simulator that we can feel immersed in
2) Tactical combat, with special attacks and defenses.
3) Magic system rehaul.
WInni
Exactly. Just like any world/empire/civilization, it's success is dependant on the resources it has available. It becomes their livelihood and foundation upon which everything else is built upon. This parallels into world-building games. Once you have that resource/economy laid out, everything else really starts falling into place. It almost starts building itself.
Only if that's what the game actually IS. This was originally build as the spiritual successor to MoM, and a game aiming to do that needs none of this stuff (but it does need an awful lot more spells and stronger combat mechanics).
We definitely need a revisit of the "What is Elemental?" discussion, if only to find out what Stardock intends to build.
Well, in all fairness, a "spiritual successor" is not a clone. If we can have so much more than MoM, why not go for it? Yes, we need spells, and lots of them. We need better combat and unit diversity/functionality. We need a lot of things. If you're going to fix it, fix it right.
And if you're going to fix it in the next 3 years, you need to focus limited development resources on what matters. To the spiritual successor of MoM, magic and combat matter a lot more then an advanced economy does. It's not like Stardock has a 200 person team to work on things here.
With all due respect, that is up to Stardock to determine, not us. Brad did not initiate this thread because he wanted us to manage his development staff, or that he didn't have resources to address it. He asked us to discuss ideas and concepts.
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