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Elemental: Internal debates made external

Elemental: Internal debates made external

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.

image

 

Camp #2: “Simple and Fun”

image

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.

Example:

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

image

 

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.

Example:

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.

1. Everything is a resource.

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.

Example:

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.

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Reply #151 Top

Quoting wzrd, reply 14
I'm for Camp #3.


Camp #3: “KIMSS” (Keep It Mostly Simple Stupid)


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 to be able to have a ‘direct hand’ in creating the items whilst not having to micromanage your empire quite so much.. 

Example:

A mine is built on an ore resource. That mine produces X units of ore per turn. That ore is now made available to all cities within a certain radius. Any city within that radius can either a) use that ore automatically (when you build swordsmen, you now have an option to build regular swordsmen or new and improved Iron Swordsmen) Or they can specifically say in the city options, "Share resources with nearby towns" or something to that affect. If that option is turned on, a new radius is created that can use that ore.

So now the next city can further push that ore on or use it self. If a city selects to push that ore on, expanding the available resources further across your empire, they can also use it. If they do use it, then less ore is available on the next turn for other cities in the given radius of that city.

The bigger the city, the bigger the resource radius would be. So if a small city is near a ore mine and it shares resources which includes a bit city in it’s radius, that big city is now pushing ore to everyone in it’s influence.

With this theory, cities would be still be strategically important, but they wouldn’t be the end all be all either.

The map could show Ore overlays, along with other resource overlay, like a big, brightly colored Venn diagram. Of course, you’d want an option to show/hide the resource overlays and show specific resource overlays at a time.

I linked to the option I posted on my site because it goes into a lot more detail there. My idea is basically trying to have some complexity without getting too crazy. The idea is that managing an empire is going to be work and the less we have to do with that per turn, but still have strategical options to choose, the better game we get. IMO.

http://www.whatwouldmattdo.com/2009/05/21/do-we-elaborate-in-the-name-of-complexity-elemental-design-talk/
End of wzrd's quote

 

My idea is very similar to this. The only difference i I don't use radius - it can go anywhere in your Kingdom - it will jsut prioritize shipment to send resources to closer markets first UNLESS directed by the player to do otherwise.

The radius idea has it's own positive and negative aspects... I guess my question is why would a mine be able to supply only within a limited radius, why not anywhere in the kingdom? Granted, longer caravan trips = more opportunity for it to be raided by bandits....:ninja:

Having just read the new updated OP, Camp 3 is sounding VERY attractive.

Also, this provides another use of magic - at a small (mana/essence?) cost being able to immediately transport a resource to speed up production. this should be costly enough that you wouldn't just do it willy-nilly, but if your uber swordsmen are just lacking one component to begin being produced, and that one componenet is still in transit and several turns out - Presto! Abracadabra you just telepeorted it and your swordsmen can begin being produced!

Reply #152 Top

Quoting Zoomba, reply 20
Just got out of a meeting talking this over.  I think we're getting closer to a really fun, yet still involved economic system. 
End of Zoomba's quote

As long as this system allows for the same or close to the same unit customization as the original camp 1 proposal, rather than just making everything a basic unit, I'm looking forward to hearing about it :)

Reply #153 Top

I'm still a bigger fan of what I proposed earlier.   I'm leery of agreeing to have a game where 100+ resources might be expected.   But I cannot form an arguement as to why it should not be the way it is.

Reply #154 Top

Yet ANOTHER twist.

Your army of standard soldiers arrives in town Beta. Your army has 40 soldiers in it.

The difference between your standard soldeirs and elite soldier is replacing their regular swords with +2 swords.

Town Beta has 20 +2 swords in storage! It should prompt you (Do you want to upgrade 20 of your standard soldiers to elite soldiers by equipping them with +2 swords? or How many do you want to upgrade?) You could either determine that their standard swords would be lost in the upgrade process, or they could be put into storage, or they could just be salvaged for gold value)

 

I also like Camp 3 idea to ship items to towns where they are LIKELY to be needed in the future even if the town is not CURRENTLY producing anything that needs the resource. So send those crystals to towns with alchemist shops, even if they are not currently producing anything that requires it. That way you don;t need to wait for shipment when you decide to produce it. Good plan, I really like it!

Reply #155 Top

Quoting Zoomba, reply 20
Just got out of a meeting talking this over.  I think we're getting closer to a really fun, yet still involved economic system. 
End of Zoomba's quote

Ya know, dropping unqualified hints like that is just terribly evil Zoomba :annoyed:

Reply #156 Top

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.

Example:

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.

Thoughts on that update?
End of quote

This strikes me as a pretty good bridge between the two camps. I do have a question though. How do you tell the game to create the sword for that night guard unit in your example? Do you create the weapon and then the game figures out how to do it, or does the game put together the weapon for you from your resources and buildings and then you can assign it to a unit in the designer?

I'm assuming that it's the latter, in which case does the game show you all the kinds of "best" weapons that are possible with your current combination of buildings/resources?

Reply #157 Top

Big thumb's up from me for camp #3.

Reply #158 Top

I am guessing improved weapons types need to be researched?

Reply #159 Top

I think that Camp #3 from Brad's update sounds like a really good way to retain a deeper economic model while minimizing complexity and hassle for the user.

A big thumb's up from me as well!  :grin:

Reply #160 Top

Option 3 seems like a winner to me. We can still combine things to make our uber swords in nifty ways, but when the gruntwork is being handled automatically, it doesn't really create micro problems.

:D:frogboy:

Reply #161 Top

Under camp 3 would caravans still be attackable?

I think that would be awesome, because then a diplomatic option would be to agree to not attack caravans (other combat units still fair game though) It could be a given that any tribe you were actively trading with (say sending them 5 horses/turn) that you would not attack their caravans. Or if you did, that it would automatically kill any trade agreements you had....

Wow, we aren't even getting to the magic and this is just sounding incredibly awesome!

Reply #162 Top

Alright so with the update (which I didn't see in my earlier post) I think I see a loophole or two but nothing surmountable.  For example lets say you have a blacksmith in one town who makes swords and an achemist in another town who CAN make the potions to upgrade to +2 swords.  How does the game move the swords to the alchemist, or would the alchemist just be able to ship the potions to an armory in a different town? Also in your example the Aereon forge doubles the attack of weapons... ok but if it does that, does it double the AC of a set of armor sent to it as well?  And if so how do I set the priorites etc.

I think certain things would be fairly obvious, i.e. if i'm making horse armor it has to go somewhere I have horses.  Again I don't think any of this is beyond doing, I'm just wondering on the nuts and bolts.

Reply #163 Top

option 3 does sound good, It seems with that you don't have to focus on the economy if you don't want, while giving you the option to be a min-maxing facist

Reply #164 Top

Quoting BoogieBac, reply 12
For those wondering about resources, here's what were shooting for....

NATURAL
Early Game: 3-7
Mid Game: 8-12
Late Game: 13-20

MANUFACTURED
Early Game: 6-12 (2 Levels of Basic Helmet, Armor, Weapon, Shield, Greives, and Boots to equip on your units)
Mid Game: 12-30 (4 level of above + some Accessories)
Late Game: 31-50 (6 levels of above + more Accessories)

AND these manufacturing numbers are bare-bones...the moment you add axes, spears, daggers, etc into the mix, AND multiple magical equipment types, you can easily add around 40 to that final number.

So, late game Camp #1 (where EVERYTHING is a resource that gets shiped around) has you managing up to 110 types of resources (and possibly up to 9 resources on TURN 1!). Camp #2 has you managing a minimal (but fun) 20 resources in late game.

Can you tell which camp I'm in? 

That said, I do believe there's a better middle ground, but I fear setting up a system to even Macro-manage a mostly automated 110 resource system is going to be hellacious. And as much as it sounds proper, I really dont want to implement something one way and 'dumb it down' later....let's try to get it as correct as possible the first time through.
End of BoogieBac's quote

Good posts are “Reply 116” Lord Reliant, “Reply 113” ckessel, “Reply 125” Hound.  & some other suggestion on Camp#3.

My post 62

Quoting Climber, reply 12

According to OP, Frogboy states that: 
Camp #2’s cons is "Towns that don’t have a resource assigned it cannot build units that require those resources.”
Camp #1’s pro is  "a lot of fun can be had in putting together ever more sophisticated and specialized items"
I’m suggesting Camp#3, based mostly on Camp#2.  It resolve both issues mentioned above.

1.    There are only natural resources (food, iron, Aereon crystal, etc).
2.    When a natural resource is controlled, the player assigns that resource to a specific town.  (the further the resource from the town, the lesser its production rate)
3.    All natural resources  are caravanned & then stockpiled in the town warehouse.
4.    Unit production (designs from SD Beastiary) are based on formula:
       Sword + Humanoid Fighter (require Barrack) = Soldier
       Sword + Shield + Humanoid Fighter + Mount (require Stable) = Calvary
5.    Equipment (& magic item) production are based on: (designs from SD's equipment library)
       5 ore = Sword
       5 ore + 2 Aereon Crystal (require Alchemy shop)= Sword +2
       10 ore + 200 Aereon Crystal + 1 Essence + 20 Gem (& require Expert Smithy tech, Dark Magic level 5 spell Ray of Doom) = Sword of Doom +2
6.    Caravan route is automatically created by the game to draw natural resources from nearest warehouses, in order to pay for the unit ordered/upgraded.  The caravan will detour to buildings outside the town to fulfill its building requirement (** the external Alchemy shop, as in the example below)
....
This way, towns don’t have the resource can build units that requires it. Troops can be upgraded with more specialized items.  A lot less routes are needed, as there will be no need to caravan all type of equipment/potions/etc any more.  To produce Soldiers with Sword +2, gamer do not need to "manually" create any caravan route.  Only 1 extra route is needed.
This Camp#3 mechanism is open to discussion/improvement/critics.
Camp#2 is my choice, if Camp#3 is for some reason impossible.
End of Climber's quote


I lot of people here has confused complexity with fun here.  Other people here are in denial here, saying managing up to 110 manufactured resource & 20 resources for 20 cities, and remembering/choosing/configuring the caravan routes which ships 1 shield, 1 armor, 1 accessory, 1 sword, 1 mount, 1 helmet, 1 boot to upgrade/create your calvary at a frontline city is easy.  And of course, your frontline has units other than calvary.  And of course your frontline has a few cities so that the right rate of Calvary creation has to be adjusted.  As I say before, no amount of in-game governor can make it work as the gamer expected.

If anyone has really looked at my post 62, I’ve called for the abstraction of all Manufactured Resources . Specialized unit (or any unit you ever imagined) can be produced at smaller town, or allow the use of external building like the Alchemy shop in the building

Quoting Zoomba, reply 20
Just got out of a meeting talking this over.  I think we're getting closer to a really fun, yet still involved economic system. 
End of Zoomba's quote

This mean camp #3.  Zoomba, it’ll be nice to hear how this will be done.

Reply #165 Top

I'd say Camp #3 should  be what the first attempt is, then go from there.

 

 

Reply #166 Top

I like the new option. I somehow would miss the no need to upgrade units anymore... But thinking about it, I only upgraded units in Civ IV and mostly never in Gal Civ II. I had lot less units in Civ IV too. Nevermind. Yay for Camp #3!

Reply #167 Top

WooHoo for camp 3 goodness! Jolly times, no need to fear dumb-downers no more! I'm so happy!

Reply #168 Top

Quoting Climber, reply 14

 
This mean camp #3.  Zoomba, it’ll be nice to hear how this will be done.
End of Climber's quote

Actually camp #3 is officially stated in the initial post in the thread and quoted by Annatar so I won't quote it again.

Reply #169 Top

I like camp 3.

 

 

Reply #170 Top

Edit: never mind, the last paragraph in option 3 answered my question (which was, can you emphasize/de-emphasize certain towns in the allotment scheme).

 

Reply #171 Top

UPDATE: 5/21/2009
Camp #3: The Merchant
Reduced 72%Original 788 x 445
End of quote

Having read this, I think I find it preferable to camp 1 as described, but I would need, as a player, to have very solid overrides.  If something big is going on in the east, and I need swords and shields and such manufactured there STAT, I really, truly, do NOT want any supplies sent elsewhere just because I've got blacksmiths there.  I may want smiths in all my border towns to build a general defense, but if I'm at war, garrisons that aren't involved don't need supplies.  I need to be able to alter that, and it's simpler to say "Send it all to this place," and then cancel that when conditions change, than it is to shut down the blacksmiths in every other city in my empire, and then turn them all back on again afterward.

Overall, I still like the sound of camp 1, with well-done AI governors that I can override, better than camp 3.

Reply #172 Top

Quoting Lord, reply 16

*I want to build boats.  I have 10 cities with harbors.  Before I can build a boat, I'll need wood.  Some cities have wood nearby and some don't.  I'll also need cloth (for the sails), and iron, too (for nails, hinges, etc.).  So, if I want to simply make a freaking boat, I'm going to have to see all of the possible locations that can build one, figure out the time it takes each location to generate that boat, and then also manually route each resource to that location.
End of Lord's quote

(emphasis mine)

 

I'm quite frankly baffled how you've reached the above conclusion. I'm sure no one here has ever suggested that the economic system of camp 1 should be operated manually rather than through automation with the possibility of player input for optional efficiency optimation.

Reply #173 Top


UPDATE: 5/21/2009
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.
End of quote

Alright so here's a question, you said that as you research tech, items automatically upgrade... Does this mean production?  Or all items of type X in the game?  This seems kind of counter intuitive if i'm researching something to make it better, then producing it and shipping it to frontier or production towns, only to find that the units in the field already have the weapon...

Reply #175 Top

I personally like Camp 3, then Camp 1, and lastly Camp 2.

 

Is it possible to have Camp 3 with optional priorities?

 

By default, towns all start at the same priority.

But if you have a strategic town, and 20 other towns all competing for the same resources, it can be problematic.

 

If I can say, set that 1 border town to a higher priority then the others, so basically I want its storage always full, and then the other towns have the default priorities?

 

This way I can work on keeping that border town fully protected with a happy population.

The towns further away from the border I don't worry about how happy or protected they are since you have to get through the border towns first.

 

I do like that it creates interesting strategy.

 

Say that key border town is 5 towns away from my center. And the center has one of the few raw "Iron" locations on the map.

 

Each town down the line can further refine the resource before it becomes the final product, some magical sword delivered to that border town.

So the border town itself has no manufacturing, only barricks for magical knights or some-such.

 

Maybe the next town in from the border also has the same baracks, but its priority should be lower then the one at the border, but the town is closer to the raw resources. Priorities prevents it from getting all the resources and thus potentially making the border town weaker to attack.