[Doctrine] Thread
This is per suggestion from keithLamothe a thread on implementing doctrines on Elemental.
The copy past of some related posts.
McFungos
Hi,
While the SMAC view is interesting i think we enlarge the field of application of its effect.
I want : Your playing habits become your civilization doctrines.
You focus on non-magic research rather than magic research => You get a bonus on non-magic research but your magic research get stunted and limited.
You are researching any flavor of fire magic => You get a bonue for fire magic, more flavors of fire magic, every other magic elements research get stunted and limited.
You like to spam mounted troops => you get bonus for mounted troops but your foot troops are now beggars.
You put an heroes at the head of each armies => Heroes give more bonus to their fellowers but leaderless armies are now toast.
Doctrine can be reverted but it will cost time to change the collective mindset.
keithLamothe
McFungos,
The "repeated actions => doctrine => +/- modifiers" idea is very interesting and would enrich the feeling that your actions shape your civilization and world.
My concern is that it could be more complicated to implement than the benefit in fun-value would warrant. From your examples practically every action would have include code that applies modifiers to "doctrine" values, and even the data model of "doctrine" would be non-trivial.
It would also take quite a bit of balancing and testing to figure out the right numbers for the algorithms to avoid change happening too quickly or too slowly.
It would be an interesting system if it could be worked out, though.
Thanks,
Keith
McFungos
@Keith
Doctrine should be based on player gaming behavior within a [50 - 100] turns sliding windows.
Each doctrine should have differents windows as training troops and making buildings doesn't take the same time number of turns of wise.
If you reach the cap to access a doctrine, the IU tooltip should ask you if you want to apply that doctrine or not, leaving you more liberty or giving you a wanted boost toward a direction.
Once you got a doctrine you will have to wait minimum of turns before re-evaluation. If in contrary you rejected a doctrine, you shoud not be asked again for a lot of turn because you turned it down and it won't come back anytime soon.
In other word you can chose to apply or not a doctrine but only by changing your gaming behavior you can end one.
If an emergancy doctrine breaker is needed, a player may pay with an increase of unrest within his civilization to end a doctrine. Azincourt trashed the superiority of mounted knights troops doctrine, see the political echo afterward.
I want a more elegant way to implement doctrine than the one used in Heart of Iron where you must pay every change of doctrine with instability because most change of doctrine are volontary.
Spartan
If you want to implement a doctrine system then doing so on the back of national idea and government system would make the most sense to me at least. Both of which I want in the title already as per discussions in other threads.
McFungos
The trouble is the range of national ideas. It must neither be limited in the number of picks, like in the Paradox interactive "Rome" nor by the number & categories of choices like in "Civilizations".
I want to play a civilization like a RPG hero gaining traits while playing. I want my civilization to espouse my way of playing not to have the feeling that i plugin a serie swithes to tune my civilization like a guitar.
keithLamothe
This does sound interesting but I wonder if it might do better in a separate thread since it is much wider scope than research. Up to you.