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Archived from groups: comp.sys.ibm.pc.games.strategic (More info?)
Brad Wardell <bwardell@stardock.com> wrote:
>
> By contrast, on another planet, you may only build farms to increase
> population to get the tax revenue.
That reminds me: can you use farms on one world to feed the population
on another world? So one world can be the breadbasket of part of your
empire?
> In GalCiv I, you built 1 of each improvement. In GalCiv II, you can build
> as many of the same improvement as you want, the limit is the # of tiles.
I like that. Assuming higher tech brings better versions of certain
buildings, can I raze a basic factory to replace it with an improved
factory? Or upgrade, even?
>>> But this is a good point, it might be useful to make it so that players
>>> could, to some degree, override the global sliders to have some planets
>>> focus on different things (like ship production).
>>>
>>> Any suggestions on the best way to implement that UI-wise? I.e. don't
>>> want
>>> to overcomplicate the UI but such a feature would be nice and not
>>> terribly
>>> hard to implement.
>>
>> That's a good question. I don't know. Tweaking individual sliders for
>> every single planet is way too much micromanagement, ofcourse. If you
>> still have governors, you could tie the sliders to the governors, so
>> you'd have shipbuilding governor that spends most on ships (and probably
>> has manufacturing and shipyards in his build queue), and the research
>> governor that lets his planets spend most on research (while building
>> research labs, I suppose).
>
> Yea, of course then it puts too much in the hands of the computer IMO.
I didn't mean this in the MoO3-sense of the word governor, but in the
GalCiv1 sense of the word. So no AI whatsoever, just a name under which
a queue, and in this case also a set of budget sliders, are found, so
you can then let each planet follow one governor's settings or another's.
But you're probably right that it's better to just avoid this kind of
thing altogether.
> Here's the usual treadmill that we're trying to avoid:
>
> Step 1: Put in super cool but complex feature.
> Step 2: User notices it creates micro management.
> Step 3: Developer puts in "governors" who take care of managing complex
> feature.
> Step 4: User observes that the AI behind the governors isn't as good as they
> would be at managing it.
> Step 5: User feels forced into doing it by hand (doing all the
> micromanagement) in order to play as well as possible.
I've never played MoO3, but this sounds a lot like what killed it.
Sounds like a good idea to avoid it indeed.
> What I was thinking was that maybe instead of setting ratios per planet we
> allow players to set an "Emphasis". That this screen:
>
> http://www.galciv2.com/screenshots/gc-sept05c.jpg
>
> That the planet could put an "emphasis" on military, social, or research
> that would boost production in that area away from the other areas. It
> would be a set amount but I think it might be more realistic and would keep
> the micro-management down.
As I mentioned elsewhere in this thread, I think a simple "emphasis" is
a really good idea. A limited choice which adds very little additional
micromanagement, while still adding a reasonable amount of control.
And you can show little icons next to those planets so it's easy to
see which planets have which emphasis.
>> Personally I like the simple system of Stars! a lot: Every planet has
>> a build queue that includes both ships and planetary structures, and
>> any production that's left after finishing the queue goes to research.
>> You can choose to have some or all planets spend a globally adjustable
>> percentage of their production on research. But I don't think this
>> system translates well to the GalCiv approach.
>
> That's pretty similar to what we're doing here. The planet stuff in II is
> radically different.
>
> For example, in GalCiv I, the planet class determined how much stuff it
> produced. Then improvements added % bonuses to it.
>
> In GalCiv II, buildings do specific amounts of research. A Factory might
> produce 5 shields of production. Period. So the benefit of a class 10
> planet over a class 5 is that you could fit 5 more factories on the class 10
> planet.
So what do the sliders and the emphasis do? Sounds like all production
is determined by the buildings.
>> How about this: Have a single set of global sliders, but for each planet
>> you can choose to ignore it and check one of three check boxes: spend
>> everything on ships, spend everything on buildings, or spend everything
>> on research. Spending everything on buildings is useful for newly
>> colonised planets that need to catch up quickly, while the other two
>> are useful for planets that have built everything they need and can
>> now focus on their specialisation. This is simple, and still gives
>> quite a bit of control over individual planets. You could even identify
>> the 3 alternative production strategies with an icon and show it on maps
>> and planet lists, so you can quickly identify your developing colonies,
>> your shipbuilding centers, and your research centers.
>
> Sounds like we're thinking along the same lines. I am not so much for an
> all or nothing approach but I do like the idea of enabling the player to
> place an emphasis on a particular area.
Alright, but I think the effect of the emphasis should be simple and
easy to understand. So if you don't like all-or-nothing, perhaps 50%
goes to the emphasis, and the other 50% is spent according to the
global sliders.
Although after your explanation above, I'm suddenly wondering what
the sliders really do. I suppose the basic population without factories
and labs still does some production and research, and that's what's
regulated with the sliders?
>>> Then there was starbase stuff we dumbed down. The AI would never get
>>> bored
>>> of building gazillions of constructors and literally making their sectors
>>> invulnerable to attack by just making use of stacking advantages.
>>
>> I've done that too at times, although I don't really do it anymore. This
>> is a very defensive strategy, and as AI, sooner or later you're gonna be
>> attacked by the human. The human player can often count on not being
>> attacked quite that hard by the AI. But if you were to make the AI more
>> vicious, the human might also be forced to do something like this, in
>> which case it would be fair if the AI did it too.
>
> Yea, there's a LOT of nasty stuff the AI could do. We'd monitor the forums
> and some playe rwould come up with a really ruthless strategy and think
> "Man, can you imagine if the AI did that?" and of course, it's tempting
> since computers don't ever get "tired" of soemthing. Most "cheese" tactics,
> for intance, involve some sort of exploit that's repititious in nature.
>
> Imagine a computer AI that exploits its own game? lol
I think the best thing would be to fix the exploits so they don't work
anymore. Take my suggestion for the tech trade exploit, for example.
That's reasonably fixable by making the trade non-instantaneous.
Ofcourse not all exploits may be fixable, and the problem with these
games is always that most exploits are discovered after release, making
it even harder to fix them properly.
mcv.
--
"Serenity is a very personal work with political resonance and a
heartfelt message about the human condition and stuff blowing up.
'Cause let's face it, nobody cares about that 'human condition'
stuff... in fact if you notice it, try to keep it to yourself."
-- Joss Whedon on his new film
Brad Wardell <bwardell@stardock.com> wrote:
>
> By contrast, on another planet, you may only build farms to increase
> population to get the tax revenue.
That reminds me: can you use farms on one world to feed the population
on another world? So one world can be the breadbasket of part of your
empire?
> In GalCiv I, you built 1 of each improvement. In GalCiv II, you can build
> as many of the same improvement as you want, the limit is the # of tiles.
I like that. Assuming higher tech brings better versions of certain
buildings, can I raze a basic factory to replace it with an improved
factory? Or upgrade, even?
>>> But this is a good point, it might be useful to make it so that players
>>> could, to some degree, override the global sliders to have some planets
>>> focus on different things (like ship production).
>>>
>>> Any suggestions on the best way to implement that UI-wise? I.e. don't
>>> want
>>> to overcomplicate the UI but such a feature would be nice and not
>>> terribly
>>> hard to implement.
>>
>> That's a good question. I don't know. Tweaking individual sliders for
>> every single planet is way too much micromanagement, ofcourse. If you
>> still have governors, you could tie the sliders to the governors, so
>> you'd have shipbuilding governor that spends most on ships (and probably
>> has manufacturing and shipyards in his build queue), and the research
>> governor that lets his planets spend most on research (while building
>> research labs, I suppose).
>
> Yea, of course then it puts too much in the hands of the computer IMO.
I didn't mean this in the MoO3-sense of the word governor, but in the
GalCiv1 sense of the word. So no AI whatsoever, just a name under which
a queue, and in this case also a set of budget sliders, are found, so
you can then let each planet follow one governor's settings or another's.
But you're probably right that it's better to just avoid this kind of
thing altogether.
> Here's the usual treadmill that we're trying to avoid:
>
> Step 1: Put in super cool but complex feature.
> Step 2: User notices it creates micro management.
> Step 3: Developer puts in "governors" who take care of managing complex
> feature.
> Step 4: User observes that the AI behind the governors isn't as good as they
> would be at managing it.
> Step 5: User feels forced into doing it by hand (doing all the
> micromanagement) in order to play as well as possible.
I've never played MoO3, but this sounds a lot like what killed it.
Sounds like a good idea to avoid it indeed.
> What I was thinking was that maybe instead of setting ratios per planet we
> allow players to set an "Emphasis". That this screen:
>
> http://www.galciv2.com/screenshots/gc-sept05c.jpg
>
> That the planet could put an "emphasis" on military, social, or research
> that would boost production in that area away from the other areas. It
> would be a set amount but I think it might be more realistic and would keep
> the micro-management down.
As I mentioned elsewhere in this thread, I think a simple "emphasis" is
a really good idea. A limited choice which adds very little additional
micromanagement, while still adding a reasonable amount of control.
And you can show little icons next to those planets so it's easy to
see which planets have which emphasis.
>> Personally I like the simple system of Stars! a lot: Every planet has
>> a build queue that includes both ships and planetary structures, and
>> any production that's left after finishing the queue goes to research.
>> You can choose to have some or all planets spend a globally adjustable
>> percentage of their production on research. But I don't think this
>> system translates well to the GalCiv approach.
>
> That's pretty similar to what we're doing here. The planet stuff in II is
> radically different.
>
> For example, in GalCiv I, the planet class determined how much stuff it
> produced. Then improvements added % bonuses to it.
>
> In GalCiv II, buildings do specific amounts of research. A Factory might
> produce 5 shields of production. Period. So the benefit of a class 10
> planet over a class 5 is that you could fit 5 more factories on the class 10
> planet.
So what do the sliders and the emphasis do? Sounds like all production
is determined by the buildings.
>> How about this: Have a single set of global sliders, but for each planet
>> you can choose to ignore it and check one of three check boxes: spend
>> everything on ships, spend everything on buildings, or spend everything
>> on research. Spending everything on buildings is useful for newly
>> colonised planets that need to catch up quickly, while the other two
>> are useful for planets that have built everything they need and can
>> now focus on their specialisation. This is simple, and still gives
>> quite a bit of control over individual planets. You could even identify
>> the 3 alternative production strategies with an icon and show it on maps
>> and planet lists, so you can quickly identify your developing colonies,
>> your shipbuilding centers, and your research centers.
>
> Sounds like we're thinking along the same lines. I am not so much for an
> all or nothing approach but I do like the idea of enabling the player to
> place an emphasis on a particular area.
Alright, but I think the effect of the emphasis should be simple and
easy to understand. So if you don't like all-or-nothing, perhaps 50%
goes to the emphasis, and the other 50% is spent according to the
global sliders.
Although after your explanation above, I'm suddenly wondering what
the sliders really do. I suppose the basic population without factories
and labs still does some production and research, and that's what's
regulated with the sliders?
>>> Then there was starbase stuff we dumbed down. The AI would never get
>>> bored
>>> of building gazillions of constructors and literally making their sectors
>>> invulnerable to attack by just making use of stacking advantages.
>>
>> I've done that too at times, although I don't really do it anymore. This
>> is a very defensive strategy, and as AI, sooner or later you're gonna be
>> attacked by the human. The human player can often count on not being
>> attacked quite that hard by the AI. But if you were to make the AI more
>> vicious, the human might also be forced to do something like this, in
>> which case it would be fair if the AI did it too.
>
> Yea, there's a LOT of nasty stuff the AI could do. We'd monitor the forums
> and some playe rwould come up with a really ruthless strategy and think
> "Man, can you imagine if the AI did that?" and of course, it's tempting
> since computers don't ever get "tired" of soemthing. Most "cheese" tactics,
> for intance, involve some sort of exploit that's repititious in nature.
>
> Imagine a computer AI that exploits its own game? lol
I think the best thing would be to fix the exploits so they don't work
anymore. Take my suggestion for the tech trade exploit, for example.
That's reasonably fixable by making the trade non-instantaneous.
Ofcourse not all exploits may be fixable, and the problem with these
games is always that most exploits are discovered after release, making
it even harder to fix them properly.
mcv.
--
"Serenity is a very personal work with political resonance and a
heartfelt message about the human condition and stuff blowing up.
'Cause let's face it, nobody cares about that 'human condition'
stuff... in fact if you notice it, try to keep it to yourself."
-- Joss Whedon on his new film