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Elemental: And now for something completely different

Elemental: And now for something completely different

It’s not the loudness

I’m a stalker.

No. Really. I am.

I don’t just read the feedback on Elemental in our forums. I read the feedback on lots of other forums. So I lurk on sites like RPG.net, Octopus Overlords, PCCohort, Qt3, CnardPC, WArgamers.com, rpgcodex.net, tacticularcancer, colonyofgamers, bay12games.com, Shrapnel Games, penny-arcade forums, etc.

And one of the most consistent concerns I read is that the hard core beta testers who post the most will influence the game to become too hard-core.  There is nothing to fear.

I have happily debated, over the years, the merits of games like Space Empires V vs. Galactic Civilizations and such.  And while Elemental will be “deeper” than Galactic Civilizations, players are not going to have to micro-manage sword production or something.  Elemental is, at its core, a macro-game. Your stratregy will have more to do with your victory than tactical prowess.

That doesn’t mean that the battle system won’t be heavily modified to be richer than we currently have it but it does mean that we will not have cutting versus slashing damage. 

Where things stand with the beta

We are officially at Beta 1-B.  The economic phase of the beta.  Several weeks have been schedule to work on this until we’re all happy with it. So expect more beta 1-B updates before we get to the initial AI skeleton beta.

Elemental Economics

My sovereign founds a city.

The city has an initial prestige based on the prestige ability of that civilization (typically 10).

Each turn, the population of that city grows by prestige/10 + existing population*prestige/10 % pre turn.  The first number represents sheer prestige, the second one is meant to model natural population growth (babies).  Sure, we could have a “fertility” rating but we are trying to keep the number of variables down to a minimum so that players aren’t having to build 20 different types of buildings.

Each citizen pays taxes at a fixed rate. There is no slider to increase taxes ala Galactic Civilizations. Instead, if you want to increase income, you need to increase the wealth of your city through improvements. Your money comes from people.

When you harvest a resource (food, metal, crystals, stone, whatever) your city gets M per turn. In addition, your other cities will receive Q per turn (typically 1.0).  If they are connected by roads, they will get Q * R (road bonus which is typically 2.0).

You can increase these variables based on improvements you choose to build in your city.

Each citizen produces T technology units per turn (typically 0.10).  You can increase this rate by building schools, libraries, and other improvements. 

Building a new improvement in your city takes L turns for the labor plus S turns based on the supplies needed.  So a fancy estate that increases the prestige of your city may take 10 turns to build due to labor + an additional 2 turns to get the 4 stone needed to construct it. Improvements also have an up-front cost that is the labor (in turns) X A for the labor cost per turn (typically 10.0).  So that estate would cost 100 gold to build because it takes 10 turns of labor.

You can produce soldiers. Soldiers cost Z gold per turn to keep around. They are the main drain on your economy per turn.

Researching

We are playing around with different types of research mechanisms for Elemental.  The current research screen UI is deplorable.

Here is a rough mockup of a new one that we hope to make available next Thursday.

image

The idea being that players would choose amongst the 5 research categories:

  1. Civilization
  2. Warfare
  3. Magic
  4. Adventure
  5. Diplomacy

When they chose a category, they would get a list of technologies that may become available when they make their breakthru.  If the listed technology is green, then it will definitely be available when you make your breakthru.  If it’s yellow, it might be available when you make a breakthru, if it’s red, it probably won’t be available.

Some technologies will require a pre-requisite. You can’t simply (by luck) get access to say plate metal armor. You would have to research warfare, then defenses, then armor and then after that you would have a chance to get plate metal armor. The more points you have in a particular category, the greater the odds that one of those techs will pop up.

So let’s walk through this:

I choose warfare: level 1 and I see:

  • Barracks (green)
  • Weapons (green)
  • Defenses (green)
  • City Walls (yellow)
  • Archery (yellow)

Warfare level 1 costs 10 technology points (which at this stage means 10 turns).

I know I want to get to plate mail so I pick Defenses.

10 turns pass…

The breakthru window pops up and I choose Defenses. City Walls also showed up but Archery didn’t.

The research window comes up again and I see this:

Warfare: level 2

  • Barracks (green)
  • Weapons (green)
  • Armor (green)
  • City Walls (yellow)
  • Archery (yellow)
  • Fortify Position (red)

Warfare Level 2 costs 20 tech points (which at this point in the game is taking 14 turns).

14 turns pass…

The breakthru window pops up and I get to choose between Barracks, Weapons, Armor, and Fortify Position.  Now, because it was red, it means I got pretty lucky that it is an option and next time, it may not show up as an option. Do I pick that now or do I go with Armor?  I choose Armor anyway.

Now I see this:

  • Barracks (green)
  • Weapons (green)
  • Leather Armor (green)
  • Plate Armor (yellow)
  • City Walls (green)
  • Archery (green)
  • Fortify Position (red)

As you can see, City Walls and Archery have become green which means they will always be choices because enough points have been put into Warfare that they’ve gone from being maybes to certainties.

Warfare level 3 costs 40 points (which at this point will take 20 turns to get).

The other thing about this system is that we can have a giant pool of minor but interesting techs that normally don’t show up in a game but when we go through the new game generation, we will randomly give them a slight chance to come up during a game. So, for instance, you might get a tech called “Forest Defenses” where if you have it, it will give your units extra defensive bonuses in a forest.  All players would have access to such a tech (i.e. it’s not per player though we might make some race-based).

We’re finding this system to simply be a lot more fun to play and give the player a lot more interesting choices.

The idea here is that you’re researching an area of technology, you have breakthrus and the player can then choose what that breakthru was.

Next Beta opening?

For those who are pre-ordering, we will probably let more people join just before Christmas. But that really depends on the state of the game.  Right now, we’re still working out basic stuff like crashing, memory leaks, and low level game mechanics.  I don’t anticipate the game being “fun” until Beta 2 and even then it’ll still be pretty raw.

A typical “beta” program that is open to the public wouldn’t start to what we are calling Beta 4.  So others might call Beta 1, 2 and 3 “alphas” if you’re into the semantics of this kind of thing.  But it gives you an idea of the distance that must be traveled between where we are now and where we expect the game to be something that a sane company would want its fans to see.

Why are we torturing our top supporters?

Stardockers are a rare breed of power user / gamer.  Most of them know what they’re in for already.  The reason they got involved is because they know that we’re reading their “walls of text”. We may not always respond, but we’re reading them, thinking about them, and will make real changes.  We’re making the game with them.

When all is said and done, every game design decision the game has will have to be defensible to the main base.  Hence, there will be posts arguing that the magic system should be different or that the research system should be different.  The question is whether the design decisions that are ultimately made can be logically defended and whether most of our target audience likes what we ultimately have chosen.

323,440 views 196 replies
Reply #76 Top

I like the new OP tech system! Generally speaking.

I would liek to suggest a fourth tech color - grey. And I think that it should be used just as it is used in an MMO (when an opponent is so far beneath you that killing it does not give you experience. My suggestion is that 3 or 4 (or whatever you guys deem appropriate) tech levels beyond when a tech "goes green" that it goes grey. It can still be selected when a breakthrough is made. However, each tech on the grey list has a 10% chance of being "auto-developed" each time you make a breakthrough - even a breakthrough in a DIFFERENT tech area! (again the exact percentage, the number of tech ranks from green to grey etc are specifics for you guys to balance out.

Careful balancing is required to see if 10% auto-discovery is appropriate or not.   If this % is too high, the only strategy is to specialize in hope of getting the free discovery.   Depending on how fast tech go green, I think 10% maybe on the high side.

1. An even better idea is to make GREY tech non-selectable during breakthrough.   It effectively means if you specialize too deep too soon before building a base, you lost the control of the timing on when to get the lower level freebie.   There is always an opportunity cost, whether you choose to specialize or not.

2.  I like to make RED only appear once (or have no chance re-appearing until 5 breakthroughs later)  in the tech tree.  This means if the gamer decided not to take it this time, the gamer has made a conscious decision that will have a lasting effect on his game.   Afterall, rare tech should only have a limited window of opportunity be researched.

3.  If the gamer ignore a GREEN tech for its N consecutive appearances, it will turn RED (or GREY).  This means gamer will then only have one last chance to research this particular tech.  If he choose not too, it means he consciously abandon this tech.   .

3.  Tech Leak.   
When all your neighbours has certain tech but you don’t, those techs will become GREY.   It does not matter if you have all the pre-req of these tech.   It helps a bit for those lags in tech.  Or it can become a strategy to try leeching tech from neighbours by increasing contacts via trade.

4.  GREY should be non-selectable & GREY techs should be phased out after N turns.  At the end of a game, I do not want everyone having the same set of techs; so setup some mechanism to differentiate players.   In general, YELLOW -> GREEN -> RED -> GREY -> TRASH

5.  If you research green techs of the same technology level as the last one,  the RP required for next breakthru will be reduced.  I meant if you pick Barracks after Defense (assuming they are of same technology level), Warfare Level 2 costs 15 research points (instead of the standard 20 as demonstrated in OP.)   This provide some incentive for players who do not want to specialize, for players who want to build a board tech base.

Reply #77 Top

Quoting BoogieBac, reply 69

I disagree.  You're still making a choice of one thing over the other...and you dont INSTANTLY get it when it turns grey. You may have to hit 10 additional milestones to get 1 low-level freebe..

In Galiciv2 I could choose Harpoon 1 over Plasma Weapons 3... but one is just generally more useful. Now if I come up against an opponent with uber shield tech, that is a choice I made and I could have corrected through tech trade or other means. Usually when playing galciv I bought the lower level techs from allies anyways in an effort to bolster them.

Now if I had the choice of picking Plasma Weapons 3 and getting Harpoon for free... I'm ALWAYS going to pick Plasma Weapons 3. More so in Elemental because with the currently discussed method the research cost would be the same.

The ability to pick a random advanced tech is already nice, it doesn't need sweetening by giving out freebies with it as well IMO.

Of course I'm willing to give it a shot in testing, I just have very low expectations of this feature.

Reply #78 Top

Quoting Climber, reply 76

3.  Tech Leak.   
When all your neighbours has certain tech but you don’t, those techs will become GREY.   It does not matter if you have all the pre-req of these tech.   It helps a bit for those lags in tech.  Or it can become a strategy to try leeching tech from neighbours by increasing contacts via trade.

Now this is a system I like a lot better. It reflects realism and doesn't give an unfair advantage because all your opponenets have that particular tech already anyways.

I can't guarantee free techs either because I don't know if enough other civs are going to research that tech to allow me to get it for free.

Reply #79 Top

I really like the new research development.

One thing on city sizes, is there going to be any need to feed all those people brought in by prestige? Will we need lots of farms dotting the country-side to feed our large populous capital?

Reply #80 Top

Rather than making techs that turn 'grey' research automatically why not have them selectable as specific projects for a small research cost. Say equivalent to the level that it first appeared if you want it to be easy. Or the level it first turned 'grey' if you want it to be hard. This would be similar to my proposal because cutting edge breakthroughs would be somewhat unpredictable whereas the technologies in the 'grey' area are those technologies that are well within your realm of knowledge but have never been developed simply because of a lack of attention.

Reply #81 Top

For clarification, I beleive the free 'low level' tech mechanisim should work like this.

- old techs will eventually turn GREY (this is after you've passed them over them around 8 milestones in that same category)

- when a milestone is completed, the game will look to see if that category has any outdated 'grey' techs

- if so, there's an overall 10% chance of getting one for free

- if you roll a freebe, then it goes through and does the random roll on each outdated tech

- the first one that rolls within that 10% liklihood (or 5%, or 1%...whichever works best) is picked as a a free tech...if none of them are picked, then no freebe's for that milestone round

So you'd never get more than 1 grey outdated tech in a given milestone. You'd also probably not get one until there're about 4-5 available. We're also talking about techs that may not be very useful to you anymore (otherwise you would have grabbed them earlier).

Very low liklihood of free techs = probably won't drastically alter anyone's research strategy. 

Or, in GC2 terms: Did you ever skip over a needed tech because you figured you'd get it during an invasion or random event?

Reply #82 Top

One thing on city sizes, is there going to be any need to feed all those people brought in by prestige? Will we need lots of farms dotting the country-side to feed our large populous capital?

Population limit is determined by the balance between food-per-citizen and city housing (basically it's the lower of the two). So if you're not bringing in enough food, then your population will top out because of it. No starving to worry about (well, unless your trade lines are cut, in which case the population will drop to it's new max).

Reply #83 Top

This sounds like a pretty workable system.  I think I like it.  I agree that doubling the cost of every tech is probably a bit too steep.  I'd think something around 30% to 70% more per rank would work, possibly being set as an option on game start to play fast or slow. 

I like the free tech approach.  It really depends on the number of techs available though.  If there are several techs out there and we can expect to routinely have 3-5 gray techs than a 10% chance per tech is probably reasonable.  If less gray techs are likely than I think 10% chance is too low.  Essentially with something that has a low probability like this it can end up being a big bonus for the lucky player who gets a free tech, but if it's happening often enough, than the odds should keep everyone even.  Admittedly, these techs will by definition be ones the player doesn't care that much about, or they would have chosen them.  Perhaps the chance of getting them depends on how many other empires have them.  It could start at 10% if no-one has them and go up 5-10% per empire that has it.  It's a tough call.  I guess we'll just have to play with it and see what seems to work best. 

I thought about a more complex approach where once gray techs are availalbe you have a separate research pool for grays (say 10% of your main research) that gives you a free tech from any available grays from all categories every now and then, but I'm not sure that I actually like that.  It's pretty complex and I'm not sure it's worth it.  It might be a bit more fun though, since you could get them independently from what other techs you are researching.

I'm not quite clear about the red techs.  If you do get one to show up will it always be there, will it just still have it's slim chance to be there again, will it always eventually become yellow, or will it just be a one-shot offer?  If it's a one-shot offer than you'll always get it, if you can count on seeing it again eventually it will frequently be a tough call if there is a tech you have a more immediate need for.  I like that it should cause some variation in how we research though.

My only other question is how the infinite techs will work since they seem to be a relatively important aspect so far.

Reply #84 Top

Im curious as to which techs are in the "Diplomacy" catagory. Hopefully it will be family-ties and trade-based, instead of simply relationship modifiers. If its a feasable option in both SP and MP (or rationally thinking AI) I will like it. If it simply allows me to get better deals on tech-trading/resource trading, I doubt I will appreciate it as much.

anyone have thoughts on this? (I suppose it is too soon to talk about specifics?)

Reply #85 Top

I am glad that BoogieBac Reply 81 sounds like GREY tech is non-selectable (as next breakthru) and old GREEN tech will turn GREY

Pls kindly consider GREY tech will be phased out eventually or make RED only appear once  as described in Reply 76

Reply #86 Top

Quoting BoogieBac, reply 81
For clarification, I beleive the free 'low level' tech mechanisim should work like this.

- old techs will eventually turn GREY (this is after you've passed them over them around 8 milestones in that same category)

- when a milestone is completed, the game will look to see if that category has any outdated 'grey' techs

- if so, there's an overall 10% chance of getting one for free

- if you roll a freebe, then it goes through and does the random roll on each outdated tech

- the first one that rolls within that 10% liklihood (or 5%, or 1%...whichever works best) is picked as a a free tech...if none of them are picked, then no freebe's for that milestone round

So you'd never get more than 1 grey outdated tech in a given milestone. You'd also probably not get one until there're about 4-5 available. We're also talking about techs that may not be very useful to you anymore (otherwise you would have grabbed them earlier).

Very low liklihood of free techs = probably won't drastically alter anyone's research strategy. 

Or, in GC2 terms: Did you ever skip over a needed tech because you figured you'd get it during an invasion or random event?

 

Thanks for the clarification Boogie :)

I;m allso in favor of grey techs fadin out after a while (a long one mind you) in cases like that you would still be able to trade it from other kingdoms.

 

Warder

 

Reply #87 Top

I don't see why old tech should fade out eventually. Is there any country today that's incapable of making spears?

Reply #88 Top

Quoting Sarudak, reply 87
I don't see why old tech should fade out eventually. Is there any country today that's incapable of making spears?

 

It indicate the dissintrest of the kingdome in said tech and it add a lot of "minor" techs you can trade or gift as part of diplomacy...

 

Warder

Reply #89 Top

Interesting wealth method.  I'm curious though whether it grows continually as your citizens accumulate more and more belongings or if it just grows in relation to what new buildings/ access that it has.  For instance, if you build X number  buildings, does it continue to grow based on a certain value that the buildings have or does the city simply immediately gain a flat wealth bonus after the buildings are built?

Reply #90 Top

Dude I like the new look of the Manager screen. The new research system sounds like fun. Yes I said fun in a beta... sue me. To bad its one more week away.

Reply #91 Top

Someone did already say this, but I like the idea enough to repeat it: another method of treating grey technologies could be to freeze out their research point cost. If a tech turns grey after you reach milestone 10, then that tech could, for the rest of the game, cost however many research points it took to get from milestone 9 to milestone 10. This way the cost of going back and researching an old tech is still very large (if each milestone really doubles in cost, and techs turn grey after 6 milestones, then their freeze-out cost would be 64 times their initial cost). Also, the cost of these techs would never go down, so waiting until something turns grey would provide no advantage. So you still pay a hefty premium for going back to research an old tech that you repeatedly passed over, but it also prevents researching leather armor late in the game from being just as expensive as researching the uber late-game techs, which would feel quite weird to me.

If you pick a grey tech, the remaining research points from that milestone would be leftover and count towards the next milestone.

 

I am glad that BoogieBac Reply 81 sounds like GREY tech is non-selectable (as next breakthru) andold GREEN tech will turn GREY.  

Not sure how you got that out of his post... He never mentioned whether or not grey techs would be selectable or not, and in the absence of any statement saying "grey techs should be non-selectable" I'm going to assume that's not the way they're leaning...

Personally I wouldn't like grey techs to be non-selectable. There's no good reason why I shouldn't be able to devote my kingdom's significant research might into figuring out how to make leather armor, regardless of how far along in the warfare tree I am.

Like Boogiebac said, if a tech is gray and you haven't researched it, it's probably because you have no urgent need for it. However if something changes and all of a sudden that early tech that you ignored so far looks enticing, I see no reason why I shouldn't be able to spend the considerable amount of research that goes into reaching a high milestone in order to develop some lowly tech (think about it, if each milestone costs twice as much as the one before it, and techs don't turn grey until you're 6 milestones past them, then researching a tech as soon as it turns grey would cost 2^6 = 64 times as much as it would've cost originally, and 2^n times more if you wait a further n turns).

There's no good reason IMO to make it impossible for a player to spend such a huge premium on a minor, early tech later in the game if the player decides it's worth it, even when paired against newly unlocked, advanced techs.


Pls kindly consider GREY tech will be phased out eventually or make RED only appear once  as described in Reply 76

I wouldn't like to see that, either. There is already a big enough incentive to research red techs if they're offered, because the chances that they'll be offered again soon are probably very low. My impression was that red represents techs whose prerequisites have been met but are higher tier techs than your current milestone. If that is the case, then it's just representative of the fact that your researchers are unlikely to figure out something that is so much more advanced than their level of understanding or competence in that category. They will eventually turn yellow, as you progress further in the category, then white (never mentioned but there is a white tech in the screenshot), green, grey.

On the other hand, random techs that don't appear ahead of time but show up as 'surprises' when you reach the next milestone should not stick around if you choose not to take it. It needn't necessarily be a one-time offer, but the chance of being offered such a tech at any given milestone would be small, and the chance of being offered the same 'surprise' tech multiple times would be smaller still (but not impossible).

Reply #92 Top

Agree with pigeonx2 - as i was thinking of it, why would you want to remove a grey tech from being selectable? I think it would be rare for someone to select it as they would be paying a huge research premium to get a relatively obsolete tech.

@ valiant turtle

I'm not quite clear about the red techs.  If you do get one to show up will it always be there, will it just still have it's slim chance to be there again, will it always eventually become yellow, or will it just be a one-shot offer?  If it's a one-shot offer than you'll always get it, if you can count on seeing it again eventually it will frequently be a tough call if there is a tech you have a more immediate need for.  I like that it should cause some variation in how we research though.

My understanding is if you pass over an offered red tech, it will be shown as either a red or yellow tech for the next milestone and will only show up in your selection list again based on the probability for it to show up. they could go either way with it and it could work (i.e. once something shows up it is always an option) but I think it makes your choice of whether to take it a lot more significant/exciting/meaningful if you know you may not see the tech available again for a few more milestones.

@ Boogiebac reply #81

I think I would like to see getting grey tech a leelte bit more likely than the way you describe, At this point it should be a pretty obsolete tech

At the very least I would like to see each tech get a 10% chance (starting with the lowest level/most obsolete) and as soon as a tech is selected no further techs are checked) thus limiting you to one grey tech per milestone).

What I would really like is each tech get its X% shot with no limit, you could get 2 or 3 if you had a lot of grey techs and were very lucky. The point is that these techs are so obsolete compared to what you are currently researching that even getting lucky is not going to be dramatically game changing. It is a nice small bonus, a chance to pick up an obsolete tech without spending 50K research points to get it..

Whatever you guys end up doing, I am sure it will be great.

Reply #93 Top

I really like the sound of that new tech tree and the suggestions about graying out techs.
A couple of things  bothered me about how research is calculated and its effect on magic research.
In an earlier Journal entry it was mentioned that their were many different methods of playing the game. One being the heavy magic route. Now it takes shards to build cities and based on some of the statements I've read population is going to be directly linked to research so to do alot of research it's going to take sizeable populations which I assume is going to mean numerous cities. And since magic is a research area it's going to be difficult to be good at magic AND still have all those pesky shards. Maybe I'm missing something, and since magic hasn't been implemented in the beta yet I probably am. :-)

A bit off topic ... I really don't like having to build housing (currently the cottages/manor houses/etc) in strategy games. It always makes towns feel unrealistically small to me and the idea that the people of my city aren't going to build their own houses seems a bit unrealistic. (Sure governments sometimes get involved in building housing for needy populations but if you look at cities throughout history the vast majority of the housing is put up by the people and tends to be created organically as the population and the cities wealth go up.) 

Anyway keep up the great work! I actually caught myself having fun in the beta the other night *gasp*.

Reply #94 Top

Quoting Climber, reply 76
I like the new OP tech system! Generally speaking.


2.  I like to make RED only appear once (or have no chance re-appearing until 5 breakthroughs later)  in the tech tree.  This means if the gamer decided not to take it this time, the gamer has made a conscious decision that will have a lasting effect on his game.   Afterall, rare tech should only have a limited window of opportunity be researched.

3.  Tech Leak.   
When all your neighbours has certain tech but you don’t, those techs will become GREY.   It does not matter if you have all the pre-req of these tech.   It helps a bit for those lags in tech.  Or it can become a strategy to try leeching tech from neighbours by increasing contacts via trade.

 

Mhh... I have to admit that while I do like every other single thing mentioned here, No. 2 does not sound to good. If all red techs crop up once and then not again, at least for a while, this definitely means that any player not immediately clicking the red tech is scrwing himself over (if there is not a specific, probably rare reason he absolutely NEEDS a green tech). Which would make thinks more invariant.

3 Also seems strange - I still should be able to develop that tech by choice. Yes, tech leak would be cool as an idea, but in this special case ? Suddenly I cannot get swords because my two neighbours already have them ? But I might get them sometime random in the next few turns ? Doesn't sound good.

Apart from that I really like the initial idea and Climbers additions - sounds very nice and non-standard.

 

Just my two cents,

E

Reply #95 Top

Yep, Red should not simply disappear after the first time it shows up ( a chance to dissapear, yes, but not a guarantee) instead it should *maybe* stick around for a few discoveries, and then dissapear ... and *maybe* show up after a few more discoveries. This way it is rare and yet not "I HAVE TO GET IT" also its not "eh, I can wait n it will still be there"

Reply #96 Top

Quoting kirkbays, reply 46

I think this and the 'too hardcore' fear is a pretty important issue.  Ultimately the goal is to make a game that is fun, but different people enjoy different things.  In order for the game to have broad appeal, it needs to be simple, streamlined and user friendly enough to pick up and play without a steep learning curve.  Most people won't want to spend hours optimizing a resource distribution network for an iron resource.  Making them have to do this would kill the game for lots of people.

<SNIP>


People who worry about making the game 'too hardcore' don't want game killing forced micromanagement, and I totally agree with them.  A GOOD game doesn't require this.  The automatic resource distribution, AI city governance, etc, should work so smoothly and well that the game SEEMS simple and straightforwards, allowing these people to focus on the strategy and fun.   But the fear goes the other way for us who LIKE 'hard core' games.  No one should have to worry about resource distribution if they don't want to.  But if we DO want to, please, please let us!  If Elemental is to be GREAT, it needs to satisfy both camps.  Make it play fun and simple, but allow us to look under the hood and have all the micromanagement there for us IF we want it.  That way everyone can be happy!

When the question 'What if I like micromanagement?' is asked, I think it's hitting on something here.  Brad kind of gives a sarcastic answer here that shows the question is frustrating him, and I know he's trying hard to come up with a proper balance to satisfy as many people as he can.  I just want to suggest that the proper way to do this is to include good amounts of options and possibilities, but have the game work so well that you don't have to pay attention to these things if you don't want to.  The answer is NOT to make the game mechanics limiting to make the game simpler. 

<SNIP again>

 

Speaking as someone who does not really like micromanagement - I agree. Completely. There should be the possibility to enjoy the game for the guys who like to fiddle with every detail, and the more casual gamers like me. Which means that the underlying system has to be complex. But spoken as a casual gamer, I do not like the 'switch on the governor' solution from most 4X games. It feels like Progress Quest, a litlle.

Which is hitting on something I thought while reading the 'What kind of economy, A, B, C or D' thread. Frogboy, somewhere else you mentioned that it 'really is not that hard to implement different systems at the moment' (can't find the post just now). Why not just have an extended game options screen ? Make a few buttons to adjust micromanagement levels in different aspects of the game (Magic, Battles, Social, Research ?). For example, I am all for easy-to-manage-but-still-deep social systems (So an easy, non-mm system it is for me), don't like tax sliders etc. But I do like a more detailed approach to combat, more stats and effects. So, I'd probably set battles to 'Nearly everything, but spare me the soldiers bootlace material' and I'd be happy indeed. If you want to really go overboard, depending on the option have different underlying systems (like the different economic systems mentioned in that thread, probably C&D which most seemed to like).

There could (and probably should) be some detailed options, for example for research 'do not trade tech' like in GalCiv2. Might be I like only being able to choose a small subset of techs and lose techs I didn't research in time. So 'no tech catchup' for me. Or I like a little more variety, so 'Some random restructuring of tech tree' is good for me, changing some tech levels a little (one up or down), removing or adding some ... not necessarily the same in each nation...

Main drawbacks ? More stuff to write for you guys. Hard to balance. More problematic for online multiplayer due to choice of options. AI needs to be more complex. Oh yes - non-micromanagers would probably hate the options screen :-D

In turn:

More stuff to write - this one is hard. It means more money spent for you guys, more time for us to wait, and all that for a game that is 'just' more replayable. In the end, only Stardock knows how much of a problem this is.

Balance - a strategy game like this is IMO not in desperate need of perfect balance. The different options will hit factions adn players differently. In single player this really doe not matter; in multiplayer it might easily be seen as a way to handicap strong players (with weak factions or options they are not used to), and will most likely be evened out by the gang-up-on-the-uber-faction in games with more than two players.

Multiplayer and agreeing on options - If servers get to decide, I do think this would sort itself out. Most likely there would be two or three major schemes the majority of people agree upon, with some few games with different setting for variety.

AI - For Frogboy to know and decide. He might see it as a challenge ?

And the complex options-screen ? Grey it out initially except for the 'I like to tweak advanced game settings' button....and leave everything on the non-mm setting by default.

Cheers,

E

Reply #97 Top

Quoting Tasunke, reply 95
Yep, Red should not simply disappear after the first time it shows up ( a chance to dissapear, yes, but not a guarantee) instead it should *maybe* stick around for a few discoveries, and then dissapear ... and *maybe* show up after a few more discoveries. This way it is rare and yet not "I HAVE TO GET IT" also its not "eh, I can wait n it will still be there"

Sounds about right to me. Or add a small timer... tech gone in two...

Just kidding, a timer sounds very atmosphere-breaking to me. And boring to boot. But the idea of the reds hanging around for a moment, possibly with a small random element (2-4 turns or so) sounds about perfect.

Cheers,

E

Reply #98 Top

I think I have heard some-where before that options break the development of a game (even past its initial release)

its good to have a fair host of options, especially linked to Map-generation, AI, and victory options, but too many internally game-changing options seem to water-down the "feeling" of the game imo.

It would have the potential where your not really certain what your playing.

I would prefer the Launch-version to be fairly solid and consistent. So that if I know im playing vanilla, I know im playing game X .... not game [X/(4+y)]^n or  S(polynomialZ) = game(X)/systems(Y+2). Adding "what-if" scenarios is largely the area of modding imho.

Reply #99 Top

Quoting Tasunke, reply 98
I think I have heard some-where before that options break the development of a game (even past its initial release)

its good to have a fair host of options, especially linked to Map-generation, AI, and victory options, but too many internally game-changing options seem to water-down the "feeling" of the game imo.

It would have the potential where your not really certain what your playing.

I would prefer the Launch-version to be fairly solid and consistent. So that if I know im playing vanilla, I know im playing game X .... not game [X/(4+y)]^n or  S(polynomialZ) = game(X)/systems(Y+2). Adding "what-if" scenarios is largely the era of modding imho.

 

Very good point, didn't consider that. Yes, definitely a problem. Which means one basic system for everything, true. But I still thins (even though I do not like micromanagement) that the better way is to make a more complex game where you CAN set everything, but do not have to instead of a system where you might want to, but can't.  And then the mentioned options could refer to just hiding parts of the UI I won't use anyways.

 

Cheers,

E

 

 

Reply #100 Top

Just to throw my 2 cents in the mix:

I love the idea of a "grey" technology level. I like the idea of either grey technologies freezing at their current RP level when they grey out, or at the very least being at a reduced level compared to any others. I also think maybe instead of being able to pick 1 green, yellow, or red tech, possible picking 2 or 3 grey ones. Not completely sold on that idea, but it is bouncing around in my head a bit. One thing I definitely do not want is techs to (fade/become undiscoverable), if you want to devote your RP to old tech, it should be your option. Let someone mod that out later if they want to play that way.