Greetings!
So the team is starting work on the next major expansion pack. But we also want to keep an eye on the base game.
Right now, the recent Steam reviews for GalCiv are pretty awful with most of the people reviewing it doing so because they don't like some of the changes in v2.5. So if there are changes you would like in 2.7 and beyond, this would be the place to ask.
The Steam review system is something I have and will continue to complain about because frankly, it absolutely destroys games. When it's less than 70, a game might as well not exist. So I'll be explicit, if you want us to keep working on GalCiv III, please leave a Steam review. If not, don't. If you already have, thank you!
As many of you know, I am AI biased. But I know I'm in a minority because there is another space strategy game outselling GalCiv III and, suffice to say, AI is not its focus.
It is clear that narratives in games matter. GalCiv has a quest system ala Fallen Enchantress/Sorcerer King. But we have tried to avoid doing that because we don't want the game to be a series of scripted narratives. We don't plan to change that position in the base game but we are looking at releasing DLC that will do that if players want it.
Now, the next major expansion pack focuses on politics and government. So we'll set all that aside for now. Otherwise, it's all open. What would you like to see?
----- Derivation -----
The manufacturing formula is this:
M = (M0 + NM * etaM) * ( M0% + NM% * etaM% )
whereM ist the total manufacturing in the endM0 is the flat manufacturing received from none-improvement bonussesM0% is the flat manufacturing recieved from none manufacturing bonussesNM is the number of tiles occupied be flat bonus improvementsNM% is the nmber of tiles occupied by percent bonus improvementsetaM and etaM% are the per tile efficiencies of improvements.N0 is the number of available tiles and must be the sum of NM and NM%
Thus we can substitute NM% = N0 - NM in M, We want to find NM such that M is at a maximum. Thus we calculate the derivative of M with respect to NM and equate it to zero:
0 = etaM * ( M0% + etaM% * ( N0 - NM ) ) - etaM% * ( M0 + etaM * NM )
solving this for NM yields the optimal NM:
NM = 0.5 * [ N0 + M0% / etaM% - M0 / etaM ]
----- EXAMPLE -----
I use the following parameters:N0 = planet class - 1 (colony capital)M0% = 100% (no % based bonusses from citizens, tech or starbases)etaM% = 10% per tile (basic factory with level 2 adjacency)M0 = 4 (3 pop and 1 production from colony capital, no asteroids)etaM% = 1.333 per tile (3 cities and 6 farms with level 2 each providing 12 manufacturing in total)
Hence we get:
NM = .5 * [ planet class - 1 + 10 - 3 ] = 0.5 * planet class + 6
This means, if you only get to choose between farms+cities and basic factories and your planet has class 12, you should not build factories and only start doing so above class 12. This neglects the space elevator deep core mines of course, which has a tile efficiency of 2 and thus is better for manufacturing than a city.
They can be considered by raising M0 to 9 (3 form the mine level 3 and 2 from the elevator level 2) and reducing free tiles N0 by 2. Then we get:
NM = .5 * [ planet class - 3 + 10 - 6.75 ] = .5 * planet class + 0.25
Meaning for a class 12 planet you should build 6 cities and farms 3 basic factories while having space elevator, deep core mine and colony capital.
Lets have a look at the assumptions I have made here:- neglected approval, whose production modifier is multiplicative with etaM% and can multiply it with a factor of up to 1.67 (o approval in city strategy and 100% in factory strategy). On average I would consider a factor of about 1.1-1.25 reasonable here. The effect gets reduced by governance techs (loosing 25% of 100% hurts more than losing 25% of 150%).- neglected starbases and citizens. starbases and citizens easily let you increase M0% to 150%- Asteroid mines will increase M0- technology can raise the tile efficiency of factory and city-farm complexes
This does still sounds like it balances out somewhat.
But we are still neglecting, that cities also provide research and wealth. We can account for that by reducing etaM% to an effective efficiency by dividing by two (four in case of research buildings, because manufacturing has two outputs, social and ship manufacturing, while cities have all 4 outputs). Space elevator tile efficiency would ahve to be adapted by dividing by 2, too and the deep core mine by dividing by 4 since it only has 1 output.
Now lets do another example with these in mind:N0 = planet class - 3 (colony capital, space elevator, deep core mine)M0% = 115% ( 3 starbases providing 10% each reduced by a factor of two due to addressing only manufacturing outputs)etaM% = 6.25% per tile (basic factory with level 2 adjacency, accounting for multiple outputs of cities and approval boosting efficiencies by a factor of 1.25 again)M0 = 8 (3 pop and 1 production from colony capital, 5 asteroids) + 1 (level 2 space elevator) + 0.75 (level 3 deep core mine) = 10.75etaM% = 1.333 per tile (3 cities and 6 farms with level 2 each providing 12 manufacturing in total)
NM = .5 * ( planet class - 3 + 18.4 - 8 ) = .5 * planet class + 7.4
And this is substantial. It means a class 19 planet should have 1 colony capital and 16 population improvemens (+colony, capital, space elevator and deep core mine).
----- Conclusion -----
In a balance without flat bonusses from improvements except from population (so there is no commutative addition), the tile efficiency of all manufacturing improvements has to be doubled, that of research labs has to be quadrupled. I am not up to date with wealth improvement values (treasure hunting finances my empire just fine x) ).
I hope this was understandable, feel free to point out mistakes, anyone.
edit: changed up some numbers in the examples, I wan inconsistently treating whether to use all outputs of a city or only one.
Supposedly, Factories were nerfed because the accumulation of % bonuses was too strong. However, this logic is incorrect.Suppose planet Earth has 5 raw production and no bonuses, yielding 5 Construction.If you double the raw production to 10, then your Construction is similarly doubled to 10.If you double your Construction to +100%, then your Construction is also doubled to 10.If you triple your raw production (to 15) or Construction (to +200%), then your Construction is also tripled to 15.However, if you double both your raw production to 10 and your Construction to +100%, your Construction is quadrupled to 20.If you triple both your raw production to 15 and Construction to 200%, then you get 45 Construction, 9 times the original.This is called exponential growth. The problem is not that % bonuses are too powerful or that flat bonuses are too powerful, but that combining them is too powerful.As Factories are now, it is extremely difficult to even get to +100% Construction, but it is very easy to increase your raw production by several times.If you do not wish for Factories to be overpowered, then do not have them give % bonuses at all. You will not be able to find a balanced number.
To me it would be cool if every building, component, etc. requires a specific output and factories, labs, and wealth improvements turned raw production into output.I mean it could be as simple as a laser requires 50 Parts 1, or it could be as complicated as a Doom Ray needs 160 items but they are spread amongst four components - 30 Advanced Quantum Subspace Electronics, 30 Advanced Nano Metatube Casings, 50 Advanced Graviton Capacitors, and 50 Anti-tachyon Switches.
In the complicated versions Factories could turn raw production into one of like 10 different components, that advances over time. So for electronics maybe they start with Basic Silicon-Carbon Electronics, which any level one factory could build and it advances from there.
What if each building that gave a flat + to raw had a max raw output.Colony max output 5, so a pop of 5 would yield 5 in each category, manufacturing, science, wealth etc.
Increasing the pop would give nothing extra. Each manufacturing building would add to the max manufacturing output,Each research building adds to the max research output etc.
Building a factory without the pop would only give you the % bonus.To get the best results you would need both pop and relevant buildings.So if your pop is below max output (in any field) you get pop 1:1 + bonuses.If pop is greater than max output you get 1:1 up to max output + bonuses
Better tech would increase max output as you upgrade buildings.
Building all cities is pointless, building all manufacturing will give you something but not ideal.
treborblue,
One good thing about your idea is that it seems like it would be both fairly easy to balance and would allow for specialization.
Broadly speaking, the goal is for a planet to remain within a certain, manageble level of development.
If a planet starts at N production, we don't want it to go beyond 3N by end of the game. 3N is a huge jump.
But we have frequently seen cases where people are getting 100N or 200N.
While I agree there needs to limits as to what is acceptable in terms of output, not everyone who plays the game is a mathematician. Adding hard caps or limiting free play is going to upset someone. (usually the vocal ones)I play to have fun, most players do. I don't want to have to get my calculator out every time I colonise a planet.Balance is key. I assume that when I research an upgrade for a building it will benefit me more.
Special buildings and special weapons should require special resources, but why does building a city require a special galactic resource, just to cap output. It doesn't feel right.
I'm going to put in another vote for UI and interface-focused improvements.
If you spend too much effort worrying that building X is the best to build, and changing it, well now building Y is the best to build... Only tweak balance when it is actually reducing gameplay (such as one build path being obviously superior to all others, or buildings that are never worth making, etc.)
And if you have to put an easily-reached cap on something to fix it, there is a basic formula somewhere that is the actual problem.
The problem is exponential growth.For example, the latest update changed a City to 3 Population +10% Population Cap per Level. This instantly broke Cities. With 3 Cities and a Colonial Hospital, my planet has 24 max population [(3+3+3+3)*2.00]. Before this update, I would only have had 17 max population (3+4.5+4.5+5).If you want to prevent players form breaking 100N, then reduce exponential growth as much as possible. This means you either have to reduce the amount of +% bonuses players have access to. For example, Factories with +% bonuses. or Economic Starbases with +% bonuses. It should be fine to have Uniques and Achievements with +% bonuses, because they're difficult to stack.Keep in mind though, that 3N is an impractical limit for planetary production considering the rising costs of improvements and especially ships by the late game.Also, the Promethium cost on Cities is not limiting me at all whatsoever. Instead of trying to limit cities, you could try nerfing them instead. One more thing. Why aren't you fixing Factories? They're awful.
As far as a planet producing 100N, I dunno if that is overboard, but there has to be a reason to build allllll those buildings that do nothing but multiply each other for a later payoff. If you go limiting a planet to triple base population production, I guarantee the game is dead. I mean, that's basically the game. You take that away, you kill it.
I already look down the list of buildings and go "hmm, don't need that, don't want that, don't need that..." I should be looking at all the juice and trying to decide which of all those wonderful things I'm going to choose.
In the real world its like 40n.
3N seems like more of a problem than 100N in an empire builder game. I mean Earth starts out with one developed tile and nine empty ones. Currently you can cover the planet in farms and cities. Even if you limited it to one cities, you'd still be able to cover it in factories and labs. Plus their are building upgrades, as well as tech improvements throughout the game. 3N seems very impractical.Like in some ways it seems like there are too many buildings as it is. If planets are barely supposed to advance during the game, you may need to consider greatly reducing the amount of buildings.
There's a lot of PopulationtoProductionExponent between the current 1.0 and the earlier 0.5.
Why not nerf it back down, but not so cripplingly far, so that there is a production falloff with ever increasing populations.
This value was nerfed because there was a problem- farms were king.
Then you add cities, and the crippling effect of this parameter set at 0.5 made them hardly worth the trouble.
If the game mechanics have crashed, then treat them like you would your computer. Restore it to the last stable state and make different choices.
But if this is what you want, there are other possible conclusions from above calculation.
For reference:
Here's another consequence of above calculation btw:
Since citizens increase M0% (because they don't take up any tiles), they shift the optimal balance towards flat improvements. If you want a worker/scientist to promote using the %-based improvements, they should give a flat bonus (and thus increase M0 instead).
----------
You can also fullfill your 3N goal. In the formula you can limit M0%+NM%*etaM% to not exceed sqrt(3)*M0%. If you want citizens and tech to not let this value be exceeded you split M0% into M0%start (the M0% value without any citizens and tech) and M0%tech (the bonus through citizens and tech).
Example:
M0%start is 100%. M0%tech is 30% (a citizen) + 15% (one of the governance specializations). Now this factor 3N depends on the planet class, let's say the planet class is 15, then you want NM% = 7 for a balanced planet. Hence we get
M% = M0%start + M0%tech + NM%*etaM% = 1 + 0.45 + 7*etaM%
sqrt(3) is roughly 1.73, thus etaM% should not exceed 4% for the highest upgrade tier of a factory (~2.5% + 0.75%/level). Now you rebalance the flat bonusses against this. Using the optimum NM formula:
NM is 15 (planetclass) - 1 (colony capital) - 7 (NM%)N0 is 14M0% is 145% (sum of M0%start and M0%tech)etaM% is 4%
If M0 is 8 (1 production and 3 population form colony capital, 1 from a specialization tech and 3 from asteroids)
then etaM has to be 0.22 meaning 0.22 population from 1 city and 2 farms. Thus a viable value for a city is approximately: .5 pop + .1/level. (neglecting higher tier farms)
This calculation neglects the other outputs from the city, thus either it's efficiency (etaM) has to be even lower or the % efficiency (etaM%) has to be higher.
My opinion on this calculation: 3N is not a practical value. Should be 10N at least.
Hi,
This does seem rather an extraordinary aim given the much higher population and high level buildings available later on and, as has already been pointed out, self defeating in terms of the game's popularity since a significant component of the enjoyment is building up massive planets.
Also, I'm not quite clear exactly what N refers to. Obviously, if you start with 0.5 population or indeed (if you scandalously modify a constructor) zero then the production with be hugely less than when you get to the initial population limit (and would be even if you were still using square roots).
So does N refer to the maximum possible output when the then population limit has been reached or something else?
Cheers,
Jon
I did not add this change into my GST mod, knew it would break things (as the devs should have tbh). I settled for:-
<PopulationToProductionExponent>0.8</PopulationToProductionExponent> <PopulationToProductionMultiplier>0.8</PopulationToProductionMultiplier>
Add to that I have graded City improvements (1 pop to start 4 at end game). I feel this is a happy medium between Cities, Asteroids and % Improvements. I can just about hold my ground on Gifted/Genius, but, I am not really a min/max kinda guy so do not know the perfect setup
[...]
And before exponent .5 we used linear in vanilla, which was engaging. The problem is, that by now so many other variables changed, that reproducing the vanilla equivalent of linear pop to production is not trivial anymore. Now we have to do math.
All these ideas ideas show linear thought of one item.The idea of many things affecting many things and each thing has consequence one makes a pivot table of all known factors.
This allows for multiple paths to victory. Some may be better but if you do not do all the steps correctly then your path may not be as good as another.
With the randomness of the maps these paths are less defined causing more variation so what worked before may not work now.
That is the goal.
Why not using a simpler system? Like that (surely more than 3N, but the difference between a just colonized planet with one low tech building and a fully settled planet with a lot of high tier buildings may well be 100N in my opinion):
- Every tier 1 building produces 1 point of output flat (factories 1 point of production, research labs 1 point of research, markets 1 point of wealth)
- Specialization occurs through adjacencies. Every building gives 1 point of adjacency bonus. So a single factory gives only 1 point of production. Two clustered together give each other 1 point of adjacency bonus, so total output is 4. Three factories custered together then gives a total output of 9, four give 16, and so on (it's not quadratic after that, since not every factory can give adjacency bonuses to every other, but only to adjacent ones).
- You need 1 population to operate 1 building. If you have less population then all your people have to work too much which decreases overall efficiency (produced output) by a factor of (pop present / pop needed) ^ 2. If you have too much pop then there is unemployment which decreases efficiency also by a factor of (pop needed / pop present) ^2. Other morale effects like rebellion could happen also more easily.
- Research unlocks higher tier buildings which give 2, 3, 4 points of flat output each. Adjacency bonuses stay at 1 point per adjacent building of the correct type. Research may also increase general productivity, giving an overall % bonus to output.
- Higher tier buildings may need more pop to operate effectively.
- Hub buildings may give higher adjacency bonuses.
- Tile bonuses still exist, but only for the tile itself, not for adjacent tiles (since I find it kind of frustrating nearly never to be able to use tile bonuses efficiently because placing buildings because of tile ajdacency bonuses usually throws away building type adjacencies).
- Special buildings may give more than one kind of output (like research + wealth).
- Population is housed in the colony capital and cities. Cities have no adjacency bonuses as such, but if built on a tile with a bonus spreads this exact bonus to all adjacent tiles (example: building a city on a +2 production tile gives all production buildings around the city a +2 production adjacency bonus).
- Special resources like Snuggler Colony and the like are classified according to their adjacency bonus. You mine them by putting a building of the correct type on the tile with the resource, what also produces its normal output. So no tiles are lost due to resources being present on a planet, but you need double pop to operate such a tile effectively (that's 2 pop instead of 1 for a tier 1 building). Higher tier buildings multiply the special resource output by their tier.
- There is no distinction between social and military production buildings. Instead bring back a slider per planet that determines how much of the overall production of a planet goes into social (building things on the planet and paying for projects) and military (building ships in a sponsored shipyard) production. If there is no sponsored shipyard everything goes into social production.
And apart from the economic discussion there is one other thing that I would very much like to see in a future version of the game:
Replace the life support system by fuel. Introduce fuel components that you have to build into your ships and introduce fuel supply modules that you have to put on shipyards and starbases. Your ships can then load fuel there and that gives them a certain range, but every point of movement (above 1) uses one fuel unit. If fuel is used up a ship can only move 1 tile per round. Ships have to return to the next refueling point or can be refueled by a tank ship.
Fuel modules have a certain capacity in how much fuel they can provide per round so that it would not be possible to refuel a large fleet on a remote outpost with a tiny fuel supply. Operating and protecting supply lines would be a real (and interesting) issue in such a system.
Has anyone else looked at the Crusade tech tree and thought "This looks stupid"? It just seems so arbitrary and inconsistent, especially when compared to the base game tech tree.It would be nice if the Crusade tech tree were a bit more sensible.
lyssailcor - your post is brilliant. In terms of Crusade planet mechanics, very simple, elegant solutions.
It's also possible to offer optional tile bonuses. For example, a tile could offer +2 Research OR +2 Influence, depending on what building was built on it. This could make planet production (or specialization) more efficient. Adjacency would stay the same.
(I also hope zuPloed is a game designer. It took a while to grasp, but those balance concepts would make empire building much more engaging. Unfortunately, GC3 seems to have an update path of "balance one, unbalance another." I'd guess it would take several iterations to get your calculations right. But I'd buy your game.)
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I'm ok with this, since it's straightforward. Pop then gives no raw production at all, or very small (say 0.1/pop).
I'm not OK here. It should be very difficult for an adjacency bonus to give the same amount of bonus as the base building. That leads to severely overpowered improvements quickly, and massive imbalance. It's really not OK for a triplet factory in that scenario to have 3x the production of 3 lone buildings. (e.g (3 x 1) + (3 x 2) >> 3 x 1). At best, I'd leave the adjacency bonus to be 0.5/level, and I think closer to 0.33/level would be best (so that the "optimal triplet" gives 60% more production total, 5 vs 3). The base idea is sound, but you really don't want the kind of scaling you're talking about - that leads us back to far too high numbers. This concept should apply to all base stat buildings - Social/Military Production, Research, and Wealth. Tourism, Influence, and Approval are different, and should be handled differently (i.e. since there are far fewer of them, adjacency should *really* matter, and I'm all on board for having them get at least a +1/level equivalent or maybe even more).
I can buy this, even though I'm not 100% on board with solely using pop to allow for improvement constructions. However, pop requirement should ONLY be for the "base" improvement types (Production/Research/Wealth and maybe Influence), and never for anything like specialty buildings or Tourism/Food/Approval or the like.Also, a big NO to requiring more pop for higher tier buildings. They already require more tech, so that's the cost for them. In addition, it makes neither logical sense nor game sense - increasing tech means better productivity (in all senses) for the same amount of population, and requiring more pop for a better improvement virtually nullifies the whole point of researching the higher tech.Low tier Research, Production, Approval, Food, and Influence buildings should have low maintenance (say 0.5), and each tier should double this. This makes more sense than increasing population requirements, as high tech is expensive, but not pop-intensive. Wealth and Tourism improvements should NOT charge maintenance, for what should be obvious reasons.Approval still needs to matter significantly. I'd not do a linear one (e.g. NOT Approval/Pop), but maybe a step function, like every full 10% below 100% knocks off 10% of total production. This is easier to understand - full production should be at 100% approval, and being less happy should lower production, rather than the bifurcated "about 50% gives bonus, below gives penalty" current model. It's far easier to balance my way.
Certainly, though I'd be careful about what the base value and per-level bonus of the hub building it. Hub buildings' PRIMARY benefit should be through adjacencies, and they themselves should provide low-level bonuses even when surrounded by 6 other improvements. For example, something like a Power Plant should maybe give +3 adjacency, but itself only give +1 Production as a base, NO per-level bonus. More powerful versions of this improvement should up the adjacency bonus, but not the bonuses on the building itself.I'd also never charge maintenance for either Hub or one-per-planet/civ/galaxy buildings.
Absolutely not. This would remove one of the key fun things of the game, and the fact that it's not easy to make it work well is one of the major challenges. You have to accept that you can't always optimize the layout, but when you do, it can be VERY beneficial. If you remove this feature, then why should any improvement give adjacency bonuses to more than one type? It's the same concept.
Of course. I would also add that one-per-civ/one-per galaxy improvements are the things that give % bonuses, rather than flat ones. One-per-planet buildings tend to be Hubs, and thus should be treated as above - if they're not Hubs, then the % rule applies. But the others should be the thing to really ramp up a single planet's value, so they're the things that absolutely should affect the planet as a whole. Base bonuses in the +50-200% range, and per/level bonuses themselves in the +10-25%/level range. They should themselves give fairly small adjacency (+1 typically or even none), since their value is to the planet as a whole, rather than as a Hub.
Sorta. Cities absolutely should have adjacency bonuses, but only for fewer things than they do now. They should retain Population as their type, and receive modest per-level bonuses from both adjacent pop and tiles (say +0.25/level or less). Honestly, Approval absolutely should be one of the big things they give adjacency to, and it should be a MINIMUM of +2. Tourism as well (bare minimum of +1, and I'd even vote for up to +3). No bonus for wealth, research, production, food, or influence though. Cities themselves should give a small influence bonus (say +0.5).And, of course, we should have a series of City-like improvements, in the same way we have series of Factory, et al. ones. City, Metropolis, Megopolis, mostly with higher pop cap, but few, if any, other improved bonuses. And cities should NEVER cost maintenance, if we're balancing with the new paradigm - their function is to provide a resource (pop), and charging for that resource seems hideously unfair.
I don't see the need for this - the current model works better, and a resource is treated similar to a Hub building - it provides some base bonus (the resource in this case), no per/level bonus, and it's other benefit is via improved adjacency. In this case, we're not charging pop, since it's a resource (and we shouldn't be charging pop for a planet-bound resource if we don't for asteroid-based ones, and I don't think either are a good idea). Improvements to the resource mine continue with improved tech, and we stick to the current model. Of all the things here, this is the thing NOT currently broken.You don't "lose" a tile for the resource, any more than you "lose" a tile for the Capital or any other improvement. You get the resource, and it's a Hub.
Absolutely not. That brings back micromanaging in a REALLY bad way. The current method of using Missions (for Shipyards) and Projects for Social production is both far more flexible, and far less micro, not to mention that it's easy to see on the Colony summary page what a planet is set to be doing. The slider should remain in the graveyard where it belongs. If you're not sponsoring a shipyard, then that's "wasted" (really, just unused) production. I have no problem with that, and it's far easier to balance (and less micro) than something like a slider.
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