Brad Wardell's views about technology, politics, religion, world affairs, and all sorts of politically incorrect topics.
The limits and the possibilities
Published on March 11, 2006 By Draginol In GalCiv Journals

I've been reading a lot of discussion both here and on other sites about ideas and suggestions players have for Galactic Civilizations II.  Stardock, I like to think, is reasonably well known for implementing pretty significant changes into its software well after release.  If we think something is a really good idea and it won't dramatically change the product, we'll seriously consider implementing it.  We've been doing that since the first software products we released over 10 years ago.

Of course, the question is, what constitutes a change that is too dramatic? And how can we determine whether a given idea is something that's good for the game or not?

Before we start out there, I should make a clarification on something.  I've seen threads where people will say "Yea, but Brad says it's working as designed so he obviously thinks it's great."  That's not what I mean when I say that.  The context is important. 

As an engineer, I try to be precise as I can be with my words. That's one of the reasons I'm so wordy. What I write tends to be full of qualifications. One of the things I tend to object to strongly is when someone will take a design choice they disagree with and simply label it as a "bug".  A bug, to me, is something that is not working as designed.  Someone may not like a given feature, but if it's working as it's supposed to, it's not a bug. But that doesn't mean that we think it's the end-all be all feature.

One of the areas I want to tackle in the post release is the economic system of Galactic Civilizations II.  But I don't want to do it alone. I want to hear what other people think too.  But such discussions can be problematic.  As with any on-line discussion, disagreements will break out.  With people all around the world, many with strong opinions, you inevitably end up with some people who will state their opinions as facts. "This is how game X did it. Do it like that."  There is no single "best" solution. We all have our own ideas. What we can do, however, is build a consensus to some degree.

Economic Systems & Strategy Games

Some parts of the game I feel strongly about, other areas are open to significant change.

For example, in Galactic Civilizations II as leader of your civilization you can set your tax rate -- the money coming in from your people.  And you can set your "spend rate" which determines what % of your industrial/research capacity to make use of.  I believe that governments should be able to intentionally have deficit spending.  I believe that your financial income should not be tied to your industrial capacity. If you have the factories and labs to do it, you should be able to make full use of them regardless of your income. It's called deficit spending and it's practiced by many governments.  Your population will get angry if you go too far into debt. And right now, we have a -$500 debt ceiling. 

Having taxation and spending separate is something I'm married to. I like it.  I realize it's more complex than in some other games but of the other systems we've contemplated over the years, I think it provides the best balance between realism and simplicity.  People are free to disagree of course.  That's natural. Some % of people will not like it.  But I think most people understand it.

So let's talk about the part of the system I'm not married to -- the UI representation of it.

So you have your spend rate -- the % of your industrial capacity that you want to make use of.  Then the question is, where do you want that industrial capacity to go?  There are 3 sliders that control how that spending is funneled.  The three sliders allow you to decide how much to fund your factories and research labs.  Military and social spending goes into your factories which produce more planetary improvements and build your ships.  Research spending goes to your labs and is converted to research points that go to getting your next tech.

I don't think it's that complicated and judging from the various forums I read, most people understand how it works. But not everyone. Some people don't understand it and others just don't like it.  The group that doesn't understand it tend to be the same people who don't understand why taxation and spending aren't linked because "game X does that".  Part of the reason I put in having taxes and spending be separate was out of frustration with other strategy games that tried to act like ones money income was somehow tied to their industrial production. As if the Germans in World War II could simply have bought more armies with money (yea, I know you can quick build but it comes as a very steep price -- on purpose). Industrial capacity has nothing to do with wealth. Hence the division.

Rhetoric

I confess, I get defensive in response to rhetoric.  I tend to have an aversion to absolutes or people giving their opinions as facts. Every game that has an economic system is going to have people who think they have a better idea on how to do it.  We obviously like our system. We think it works pretty well and we think most players think it's fine too.  But that doesn't stop us from trying to listen and make improvements to make it even better.  But when some player asserts something is "broken" that makes it sound like it's a bug and then puts us in the position of having to defend our design decision. 

Every element of the game is a choice. Why only 5 planets in a solar system? Why not 9? Why do we allow millions of people to come into the tax system in a given week? There's so many design choices that have to be made but at the end of the day, our goal is to make the game fun.  But one man's fun is another man's headache.  I've gotten emails from people who simply can't play the game as long as Earth and Jupiter are on the map in the wrong scale (Earth is much smaller than Jupiter in real life but we try to scale things so that they're usable on screen).  Heck, I should post some of the emails I get, you'd be shocked at some of the stuff.  I got one today from someone who claimed they were returning the game because all the alien races are humanoid. I kid you not. Hey, at least they're not all humans with different nose ridges!

Rhetoric matters.  When someone comes onto the forum and makes a post entitled something like "Map system totally broken" and it turns out it's because we use squares instead of hexes or because the moon rotates around the earth in clockwise or whatever it puts us on the defensive.  I think that's just human nature.  I realize some people find it tempting to say "Everyone with half a brain knows that the moon rotates counter-clockwise around the earth!11!1" But when you're on the receiving end and you know pretty certain that 99.9% of people don't care which way the moon is rotating because it's just a cool graphics effect, it's hard to champion changing it (incidentally, we are going to tweak that since it's in the customplanets.xml file).

Other Economic options

I have some ideas on economic tweaks that I could see us making.

For example: Social Production.  Social Production could be automatically transferred to ship building when all planetary improvements are done.  This would solve the potential issue of people's economy becoming crazy when all social projects are completed.  And if there's no ship to be built, it would just go back to your treasury.  It wouldn't be hard to do, would only require modest AI changes.  I can assure you the AI would love it.

Another area I could see tweaked is the relationship between research labs and factories.  Right now, spending is rationed between factories and labs.  But that's not the only way it could be done.  Other ways would require some UI thought though to keep it from being too complex. 

For example, rather than having a spending slider, you would simply have an industrial slider and a research slider that would be independent of each other. Then you'd have a dial that would let you decide how much of that industrial output was going to planet improvements and how much to ship building.  But doing it in an intuitive way would take some thought.

There are many other ways it could be done too.  All would require thought on how best to present it so that it's intuitive to players and doesn't radically change the game.

Conclusions

It's always tough trying to know where to draw the line on improvements. Game developers want to satisfy their gamers -- all of them. And often times, great ideas come from players. The whole starbase concept in Galactic Civilizations came from players for instance.

But you also have to take into account the people want to feel like they're playing on solid ground. That the game they're playing isn't that fluid. Because every change one makes is going to disappoint someone.  So we have to be very careful about how we do things.

That's my 2 cents on that anyway.


Comments (Page 2)
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on Mar 11, 2006
An interface that separates construction from military wouldn't be that hard. For example;

Taxes ====|========= 30%


Spending (Industrial Capacity)
Production Rate =======|====== 50%
Research Rate ===========|== 80%

Production Distribution Military ==|======== Social

Where the last is you move the bar closer to which one you want your factories to produce. To me this makes more sense than the current system. For the current system I get confused to the following scenario:

I have Industrial Capacity at 100%, and Military 50%, Social 50%, research 0%.

So, my factories are running at 100% capacity, spread evenly between military and social. Then I move the research up, so that I have Military 33%, Social 33%, research 34%. Does this mean that my factories are only running at 66%, and my labs at 34%? This doesn't seem like 100% capacity to me. There is somethin un-intuitive there, or maybe I am missing something.

I think it would make more sense if the UI was showing that my labs are running at 100%, and so are my factories.. or otherwise if they are not.
on Mar 11, 2006
I think there are many good ideas here, and wouldn't mind if many of them were impliemented. However, some of them would clearly be more difficult to impliment than others, thus I have yet another alternative suggestion.

First, let me say that I'm happy with the current economic system. I believe it's pretty straight forward and easy for most beginners to understand. Any changes that should be considered need to take in to account that it can't be made too complex for the less skilled player.

It seems that the one major issue with the current economic model is what should happen with social production when there is no more squares to build on a planet. Stardock has addressed this by implimenting the Focus buttons. This solution, while not optimal, is still pretty easy to understand by inexperienced gamers. The problem is that is still is subject to waste which bothers the more skilled gamer.

The suggestion has been made to make unused social production go into the treasury. This makes sense, it puts money into surplus where the player can readjust his spending sliders and use that surplus. The drawback is that when the planet or planets can once again build social projects (or upgrades) the players economy goes in the tank because the credit surplus was already being used by the player.

The alternative suggestion has been made to make unused social production feed the military production. This option means that once a social project comes on line, there is no shock to the economic system. However, the drawback here is that if you have a research world, some players might rather have that production go into research rather than military. Some others might prefer to still have that money go back into the treasury.

There is a method that can make both camps happy.

In place of the focus squares, have sliders that can be set for Military/Social/Research (as well as capacity) on a planet by planet basis. While it looks like more micro management, it doesn't have to be.

First, this option could be enabled/disabled from the options menu. It can be turned off by default and the original Focus buttons are still placed in the game. This provides consistancy to the current ruleset and inexperienced players can still play without the more advanced option.

Second, when the option is enabled, each planets focus boxes are replaced with sliders and 1 check box. The checkbox determines if the sliders are in effect on that particular planet. When the checkbox has the planetary sliders disabled, the game uses the information from the main goverment page to decide how military/social/research is split and to what capacity of industry is used on the planet.

Third, when the checkbox enables the planetary sliders, the player can adjust everything other than taxation for that planet. For example, Civilizationwide, the military/social/research sliders might be at 25/25/50. However, on this particular planet you could have 25/0/75, 40/0/60 or even 100/0/0 if the planet is mainly a manufacturing planet and little to no research output.

I think this idea would solve most players economic objections that most players have, and it would seem to be somewhat easy to impliment as a system that uses this idea is already in place (the focus buttons). Finally, by making it an option, it doesn't change or effect the game for those that are happy with the current system.

JMO.
on Mar 11, 2006
I got an idea about social production. Why couldn't we make it work the same way military and research productions do?

The social sliders could be the way to control how efficient your entertainment or influence buildings (or both) are. You would gain morale bonuses, or more approval rating, or even more cultural influence, if your social spending is high. It wouldnt just control the building speed, but it would control how efficient your "social" buildings are (embassies, cultural centers, entertainment networks) ; same as research spending that controls how efficient the research buildings are.
Using this system would help fighting the social production waste : even when you are not building anything, you still gain bonuses from spending lots of money in the social part of your budget.


Maybe it's stupid, but it seems simple and efficient.
on Mar 11, 2006
I'm so ashamed! I actually am an astrophysicist and I didnt notice the moon orbiting in the wrong direction! Of course, it could just be that we were looking at it from the South polar direction.
on Mar 11, 2006

Taxes ====|========= 30%

Spending (Industrial Capacity)
Production Rate =======|====== 50%
Research Rate ===========|== 80%

Production Distribution Military ==|======== Social


Yes! I'd love something like that!
on Mar 11, 2006
It looks like their is a dev on this thread. Please, is their a patch comming out to address the problems associated with unrestricted tech trading? There is an entire thread talking about how unrestricted tech trading is ruining Galciv 2.
on Mar 11, 2006
I think that thread overstates its case with such a polemical title but some of the ideas there seem worth considering as improvements such as uprating the value the AI places on its unique techs.

On the economics idea: why not just decouple the social/military/research sliders from each other and have them each indicate the percentage of each total capacity that you currently wish to use? All 3 at 100% gives maximum output and a huge budget deficit, all at 0% gives no output and a huge surplus. In between you can nudge them all to your hearts content to get a blanced budget and prodcution/research occuring at an acceptable rate.
on Mar 11, 2006
"So you have your spend rate -- the % of your industrial capacity that you want to make use of. Then the question is, where do you want that industrial capacity to go? There are 3 sliders that control how that spending is funneled. The three sliders allow you to decide how much to fund your factories and research labs. Military and social spending goes into your factories which produce more planetary improvements and build your ships. Research spending goes to your labs and is converted to research points that go to getting your next tech.

I don't think it's that complicated"

What is industrial capacity? The total of all hammers+shields+beakers throughout my civ? So do I need to get out a calculator to recalibrate by breakdown slider whenever I complete a lab or factory to keep everything fully funded? Either keep the breakdown slider and ditch the silly MOO3 "funding production" system, or ditch the breakdown slider and let us make separate decisions vis a vis funding various production/research on our own.

A planetary slider would be great too!
on Mar 11, 2006
For example: Social Production. Social Production could be automatically transferred to ship building when all planetary improvements are done. This would solve the potential issue of people's economy becoming crazy when all social projects are completed. And if there's no ship to be built, it would just go back to your treasury. It wouldn't be hard to do, would only require modest AI changes. I can assure you the AI would love it.


If you take this to its logical conclusion, what you are effectively talking about is the removal of the concept of social and military production as separate concepts. That is, a planet has research and production. Production can be spent in the following ways:

1: Fully spent on ships (if you're not building buildings)
2: Fully spent on buildings (if you're not building or can't build shps)
3: Split (with a ratio, globally set, but still locally modifiable) between the two
4: Redirected into your treasury (if you're building nothing)

Maybe this is a good idea. But...

All would require thought on how best to present it so that it's intuitive to players and doesn't radically change the game.


I would be concerned about, not how to present it to the user (a good manual can take care of that. One of the problems with people understanding GC2 has been the relatively poor quality of the manual), but how this changes the game. The concept of being at FULL production never existed before: where you could max out your research while still building at a reasonable rate. Before, these concepts were linked and split among one another. Now, you're making it so that they are separate and can be individually increased to their maximum amount.

Doing that will have a non-trivial influence on strategies. Balance changes, because now researching can be done in spurts. If you have a tech that would take 20 turns to research, you can effectively purchase it by ramping up your research to full, even though this causes heavy deficit spending. The AI, naturally, needs to be able to do this, and to know when it is a good idea to do it.

Indeed, I wonder how it affects the economy of the game in total. Could you work a strategy where you have a few worlds that are economic powerhouses (large pop + econ improvements, and high class ratings), and then funnel that money into low-class "producer" worlds. Worlds that have starbases, but also have lots of (3) factories. There would also be low-class "research" worlds, that have low population, but lots of (3) research centers. By doing so, you could literally run at a production and research level (ie full) that was not available beforehand.

If you're going to go this route, I imagine that the AI is going to need serious tweaking.
on Mar 11, 2006
I don't know if someone's made a similar suggestion, but here's what I'd like to see for the economic sliders:

1) An independent research slider. Since social and military production are tied to factories, and research to labs, an independent slider would simplify control: you could simply set it from 0 bc to your maximum research capacity.

2) Independent, but sum <= 100%, sliders for production. The production sliders go from 0 to max production capacity. It sets the MAXIMUM ammount of mp (manufacturing points) to be spent in that sector, spent evenly across the planets (by mp, meaning planets with capacity of 4 or 20 mp get the same ammount, if less than 4 per planet). If a planet can't use its mp, they are transfered to the others for use in the same activity, for use in the other activity or remain unused, in that order.

This means that if a planet uses all 4 mp for social production, and has a budget of 8, the 4 remaining are transfered to the social production of the others. If the social production is maxed for all planets (some are no longer building and excess of mp spent on social production), the mp move automatically to military production. If it is maxed as well, the mp are unused, thus saving bc. It works in the same way for military production.

That system would look like this( for 1000 bc of taxes, 200 research points and 100 mp available):

Taxes =====|======== 40% 400bc

Research ===========|== 80% of research capacity 160bc

Social Production ======|======= 50% of mp capacity 50bc
Military Production ==|=========== 20% of mp capacity 20bc

We could still take each planet and select a focus for either social or military production, meaning it would spent the total percentage of mp attributed to that planet and put them in only one sector of activity. A focus on research would no longer be required, since you can set research independently.
on Mar 11, 2006
Good post. Just want to say the current economic system is fine. I dont see why some people whine about the sliders, they're quite simple and clear... Please dont change this. It's fine as it is. But social production? Now those changes I'd like to see!
on Mar 11, 2006
I think one thing that you guys don't get is that your Spending slider determines if you use up all of your production capacity or not - the sliders make up where this production goes.

If your capacity is set to 100% then all your production will be -availlable-, factories and research centers comprised.
If you set your Military and civic spending to 40% each then 40% of all your production will go to military and civic and 20% will go to Research. If you don't have enough research centers to make up this 20% then you'll have some surplus.

Or something like this...
on Mar 11, 2006
"If you set your Military and civic spending to 40% each then 40% of all your production will go to military and civic and 20% will go to Research."

What is this mysterious "production" quantity, and how do I determine it?
on Mar 11, 2006
I think one thing that you guys don't get is that your Spending slider

Are we speaking about the current behavior or the changes hinted by Frogboy?
on Mar 11, 2006
Citizen SmackleFunky wrote:
Taxes ====|========= 30%


Spending (Industrial Capacity)
Production Rate =======|====== 50%
Research Rate ===========|== 80%

Production Distribution Military ==|======== Social


This is what I would like also. However, it made me realize that it doesn't usually make sense to build more factories and labs if your industrial capacity is significantly below 100%. Increasing your industrial capacity is going to have the same net effect (more research and production) as building labs and factories, but you don't have to pay to actually build those new buildings.
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