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 3)
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on Mar 11, 2006
One comment to the social production problem: Right now you have the ability to emphasize one type of production / research. So why not let us deemphasize one type and make this a default for planets with no social project. That way some spending is still going on there (which could be though of as infrastructural upkeep) but both research and military production would profit from that.
There may be even other uses for such an ability. For example planets with mainly research enhancing buildings that need upgrades without hurting their research output could use this by deemphasizing militatry production.
on Mar 11, 2006
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.


Exactly, BUT it should require some tweaking or something like that, economy could become very very much more powerfull than it is now; someone rich, with more trade routes could set it all to 100% and progress very very quickly, the way it is now, even with money he can not progress in military AND social AND research at the same time, so researching is more sacrifise of production, not just spending money...

Anyway, i would like to see something like that, some testing or something...
on Mar 11, 2006
One thing I'd like to see economics-wise put into the game, that is in CivIV, would be inflation.

Inflation would be caused by economic buildings, deficit spending, and rush-building.
Deflation would be caused by turning down spending, and economics ability of the race.
Inflation would be taken into account on trades, your inflation rate would decrease the effective value of your credits.

This might be too complicated, or too micromanagey for GC2 though.

I'd also like the slider to ratchet down production on certain bases. The current game I'm playing, I have a planet that consumes 300bc/turn due to some manu bonuses+capital. I don't need 1 turn constructors every turn. I wouldn't mind ratcheting that planet down when I don't need all that power, without crippling my more normal planets...
on Mar 11, 2006

I've implemented the social spending going inot military spending if there's no social project.

I'll try to put up a beta tomorrow.

on Mar 11, 2006
Taxes ====|========= 30%


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

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


I also agree with SmakleFunky
Hook a brotha up!
on Mar 11, 2006
I've implemented the social spending going inot military spending if there's no social project.

I'll try to put up a beta tomorrow.

Woo-hoo!!!
on Mar 11, 2006

I've implemented the social spending going inot military spending if there's no social project.

I'll try to put up a beta tomorrow.


Is re-distribution interplanetary? If so, why not re-direct unused social funds to social projects on other planets that have untapped capacity? Then military, then treasury.

on Mar 11, 2006
While I do like that the devs are addressing the issues, there's one thing that sticks out to me -

Do you know *why* people are saying "this game does that, do that?"

It's because when people say that, they are correct.

The most common usage of the "Other Game Does it" is on how information is presented in a clear, understandable way. When someone undertakes an action in Civ4, for example, it is 100% understandable just what will happen. If I build a Factory, I'll get 50% more hammers. I had 100, now I have 150.

With GalCiv1/2, however, this isn't the case. An improvement says that I'll gain 10% to any trade ships that pass near this base, but the end result doesn't mimic it. A morale booster says it'll increase my happiness by 25%, but upon completion, it's 12. Or 45. Or 23%.

When it comes to being clear and direct, the developers *should* look to other games, and copy it.
on Mar 11, 2006

No offense, "Scumbag509",

But that's utter nonsense.

Plenty of other games are not clear about htings, it's just what people are used to.  They aren't "correct" any more than I'm "correct".  We aren't debating facts. We are debating preferences.

Different people have different ideas on how a computer game's economic system should work. There is no single "Correct" one. 

There are plenty of people who have posted over the months that the only "correct" design is the one that mimics their favorite game, be that MOO, CIV, STARS, whatever. 

 

on Mar 11, 2006
I have a fairly good solution, I think.

Currently, you separate spend rate from percent spent on social/military/research. To get the percentage of your total industry in any one field, you multiply the spend rate by the field rate (i.e. military rate).

Why not just have the credit surplus BE one of the fields?

So you have NO spend rate slider and FOUR fields to devote industry to:

|--------|-----------| Credit Surplus: 50%
|----|---------------| Military: 20%
|---|----------------| Social: 15%
|---|----------------| Research: 15%

(Total percentage of the four fields adds up to 100%)

I think this scheme would be fair easier to understand. One of the reasons being that it IS closer to the Civ4 model.
But another reason is just that you don't have to perform the muliply or even understand the relationship that requires the multiply.

Plus, this is just an interface change. It doesn't actually require any economic model changes.
on Mar 11, 2006
One of the confusing things about the current system is that you're making empire-wide changes, with no representation of how it affects the individual planets. Global research might be set at 30%, but what does that mean for my Tech Capitol with 4 Research Academies & bonuses, versus Mars with it's single Research Academy? Yes, there's a display on the planets Research box, but it's not intuitive.

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)


Here's another possible way to look at it, although it'd be a bigger change - combine the build queue's.

Combine military & social production, so that planets only have Production, Research (not looking at economy, population, food production, etc). But change the Starport (Planet display) to info only - ships are added to the planetary build queue, mixed in with social projects. If there are no social (buildings) or military (ships) projects being worked on, then that planets production first works to reduce Colony Maintenance (possibly Ship Maintenance for fleets in orbit), then secondly works to increase the planets income. Part of social/military production would be assumed to be used for tilling the fields and polishing the brass, if it's not actively used for a major planetary project.

If Production is set to the high end of the slider, then more funding is being used to build & maintain things - the effect would be like war-time production or construction during a housing boom. Your workers would be focused on building or upkeep, but it would also mean less funding is available for Research.

Research would be seperate from Production, and would be simpler. As more funding is put towards Research, less is available for building projects or maintaining colonies - faster Research, but slower building & higher colony maintenance.

So you'd have 4 sliders:
Taxation
Spending
Production
Research

Or alternatively, since you control your savings rate with the Spending bar, you could combine the Production/Research into one bar, as someone suggested above.

Planetary Production 30% [===|=======] 70% Planetary Research

It'd be a pretty intuitive split of your resources - as you increase production, research goes down, and vice versa.
on Mar 12, 2006
This is my idea- list so you can get some inspirement from. sorry if this is already adressed or even in the game

1. minor factions can attack, trade with eachother, and form alliances toward major factions (just to survive)

2. a little ! sign beside the planet to warn or give tips to the player of the planets status.

3. Random Event that includes an astroid fall on the planet. To either kill citzens or destroy a building. and you either choose to save them or bulldoze over them to make room for a new building (evil i know)

4. Maybe a assortment of different citizens like , citizens, researchers, soldiers, etc so if you choose to invade an other planet you only got the soldiers aviliable on your planet. And the "regrowth" rate of these people is determined by your spendings

5. Maybe a diagram that shows what percentage of your citizens that are affected by different kinds of alien influence So it gives negative bonuses to the defender as some percent joins the attackers

6. Maybe a financial advisor could be added (hehe)

7. An option to paint patterns and details on your ships (ingame)

8. An option to name sectors. example, sirius sector, tau sector, omega sector

9. Randomly generated anomalyes (BAD and GOOD ones)

a supernova that destr.... just kidding

10. an option to name squares on a planet. example Asia,europe, northern US etc or just plain X-15 if you are on another planet then earth

11. a little marker on a ship were it states how long it takes to get to the designated target. Example if you click on the other side on the map with your spacecraft. the game calculates how many weeks,months it takes to get there. Depending on your spaceships components

12. when a AI gets defeated he can state a last wish which will bring you some bonus

13. Alternative the AI could bribe you with something to make you do some kind of plot against another AI player.
Example *drengins* here you get my laser weapon if you destroy that altarian starbase over there*drengins out*

14. An option to store some kind of personal treasure so you still can buy something even if you are in -357bc depth
ofcourse this personal treasure can be stolen by AI spyes or smugglers.

15. An option to make your spies to perform certain missions. Example,disable planetary defences or cut a electrical wire on a 100 mile long battleship to delay its completion while in dock

16. An option to vote against certain AI behavior in the yearly galaxy meeting or make your own suggestions to improve the galaxy. maybe even bribe a faction to help with some votingpower.

17. have several leading characters in your faction (not heroes) but someone in charge of research,culture, military, financial, To relieve you of some of the major micromanagement that you will face when playing larger mapsizes. And if they dont bring in positive numbers we will ship them off to that galaxy prison.

18. share a planet with AI allies. like you get 2 tiles, the jussinians get 3 tiles, and the torians get 1 tile

19. nearby fleets joins a fight when you attack or are being attacked by an enemy. Whatever it may be your allies or more enemys or the enemys allies. Or if a enemy attacks a neutral faction you are given the option to whom you choose to aid in that fight if you got some ships nearby. The outcome may give you relationship bonuses etc.

and finaly

20. Again... the ability to name and rename a sector. That is my most wanted wish and the least complex one i think.

Thank you for reading this
on Mar 12, 2006
You can't make everyone happy. Does'nt matter how hard you try, and even if you try to hard you'll just make someone else mad. The best thing you can do is explain it to them why it is the way it is and if they still don't understand or like it then they are SOL.

Just keep doing what you are doing SD. I think well over a majority would agree with that.
on Mar 12, 2006


No offense, "Scumbag509",

But that's utter nonsense.

Plenty of other games are not clear about htings, it's just what people are used to. They aren't "correct" any more than I'm "correct". We aren't debating facts. We are debating preferences.

Different people have different ideas on how a computer game's economic system should work. There is no single "Correct" one.

There are plenty of people who have posted over the months that the only "correct" design is the one that mimics their favorite game, be that MOO, CIV, STARS, whatever.


I'm confused here. Are you arguing that unintended obfuscation of the game's mechanics and inaccurate information being presented to the player is somehow a good thing or that it's somehow a matter of opinion? How can this ever be up for debate? If at any time a game is unclear, confusing, or flat out presenting wrong information, it's a poor design choice and needs to be changed.

What he's arguing is that he believes the game is not presenting information appropriately/accurately/concisely to the player, not that Galciv's system is 'not right' in comparison to another game. He's using the comparison of another game to illustrate a point about clarity.

Perhaps I missed several unclear aspects of some other games, but I've never had any difficulty understanding that building/project X produces such and such effect in Civ1/2/3/4, MoO1/2/3, etc, so I'd like to hear what unclear aspects of other games you refer to here. The problem with Galciv is that what's being presented to the player says one thing, but the result can be ENTIRELY different, but what makes it worse, is there is no consistancy in it's application. Sometimes an effect is a direct percentage, other times it's applied as a secondary variable after an initial calculation (which we aren't privvy to), and yet others it appears wildly random.

Couple this with the myriad of presentation errors with regards to data such as build times being different within different screens for the same project/building, as well as screen data refreshing being haphazaard, and the player is left with the sensation of not just being confused, but not knowing whether they can trust or believe what they're seeing being presented to them as accurate.

The issue isn't whether the system is complex (it isn't complex), the issue is clarity and precision. There will always be elements which are going to be fuzzy for the player, especially when you get down into some of the complex interactions of formulae, which is simply unavoidable and we understand that. The design decision that must be made is at what level do you draw the line of acceptable clarity, and many people are trying to tell you that such a level of fuzziness should never be at the surface layer for the player.

At the very least, there needs to be a revamp of descriptions so that effects are adequately explained. I realize that's something of a large undertaking at this stage of the 'game', but when after playing Galciv2 for over 30-40 hours in multiple scenarios and I STILL don't know if adding a Multimedia Center is going to give me a 30% morale boost to the base morale or that it's going to be an adjusted percentage before or after other percentages, it speaks volumes on the clarity of information being presented to the player. Not because it's complex and I'm just ignorant of how the game is calculating things, but because there's not enough discernible consistancy in the presentation, making gleaning such information almost impossible, especially when the result can come out drastically different in (what would appear to be) identical situations.

I'm not saying that X game does it better, nor am I saying "THIS is how you should do it", in fact, I honestly don't know HOW you can do it. All I'm saying is that the game is simply not clear and precise enough. Whether that's a product of overly complex methods of trying to implement game aspects, or perhaps poor decisions on how to handle presentation elements, the problem needs to be addressed and acknowledged first, before any possible solution can be considered let alone accomplished.

I realize this is your baby, and you've invested a LOT of yourself in it, but that shouldn't sway your defensive mechanism to automatically dismiss something as fundamental as clarity to the player just because you feel protective of your work. It's the mark of a great engineer/programmer to realize when something just isn't working, no matter the man hours already spent on it.

And lastly, if you REALLY want to improve things about the game, start with the very beginning. Revamp the UI, PLEASE. I'm not talking about widgets and screens and such, I'm referring primarily to the input/control schematics of the UI. I realize you didn't ask for this and that this thread is primarily geared towards improving commerce and economics, but before you can even begin considering higher level adjustments/refinements, you need to address the fundamental shortcomings first, which is the UI. As it is right now, it's WAY too mouse task intensive. Simple suggestions to make the game more UI intuitive:

1. Fix the ESC functionality to act as the manual states, by backing out of the top most screen and then successive screens until you reach the base layer, before bringing up the menu screen.

2. Allow map scrolling with the arrow keys, while allowing ship control with the keypad.

3. Change all the scroll title items with drop down menus.

4. Implement a key activated tooltip to allow the player to trigger a tooltip on demand rather than having to hover.

5. Revamp data information refreshing so that it's immediate rather than requiring some form of action on the player's part to initiate the refresh.

6. Change the scrollwheel behaviour so that scrolling takes place over the appropriate window rather than just the scrollbars.

7. Add custom key triggered pan/tilt functionality instead of/as well as the middle mouse button.

8. Have automated units move at the start of the turn, rather than after the current turn, or at least have some way to force the unit to move to the predefined destination manually without having to click the destination again (say via a 'Continue Move' command/key).

9. Display unit path to destination as well as displaying move requirement to reach destination, ideally with colour coding to indicate how far the unit would travel this turn, next turn, and more than two turns (ie. green, yellow, red).

10. When tabbing from unit to unit, also cycle through units with destinations (ie. as long as they have moves remaining, Tab should include them in the cycle).

11. Add arrow key functionality in the planet view to scroll through planets. Also, add arrow key functionality to any screen which has multiple tabs.

12. Allow clicking the entire large box instead of the tiny icon to select planetary production focus.

13. Give the option to disable auto centering on unit selection.

14. Assign Enter to have a confirmation action on any screen that asks a yes/no type question, as well as acting in the same fashion as ESC on screens without a confirmation dialogue.

There's much more, but those are the ones that I can think of, off the top of my head. Hope you'll at least consider them, as the game right now is actually causing some minor fatigue in my arm believe it or not

Jebus
on Mar 12, 2006
"Plenty of other games are not clear about htings, it's just what people are used to. They aren't "correct" any more than I'm "correct". We aren't debating facts. We are debating preferences."

The only game that rivals yours' in sheer obfuscation is MOO3. If you want this customer to continue "preferring" your game over others, and the patience I currently have is a direct function of the $45 I just dropped on the game due to good press, I suggest you get to work on the clarity, and do so without being too proud to take advantage of good work already done here by games that can't rival yours' in sheer originality re; the things that really matter.
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