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 4)
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on Mar 12, 2006
I've implemented the social spending going into military spending if there's no social project.

I'll try to put up a beta tomorrow.


This is great! I never thought that you would be so quick to actually change something!

I just can't wait to see if we get to use the full potential of all our facilities at the same time and planets without a starport only produce social production instead of social/military. To get an idea of what I'm talking about, see my previous post #12 (if you havn't already, that is. ).
on Mar 12, 2006
Posters, please respect SD. This is an age where devs/publishers trick you into buying the game, begrudgingly fix the worst bugs, then all the people in charge of the project retire because they sold 500 billion copies and they could care less whether you hate them and will buy their next game. Instead, SD does the unthinkable. They respect you.

Don't screw it up.


I'd like to temper this with a warning. Listen to the community too much and you end up ruining the game. This is where being single player game only serves so well, as there is not nearly as much balancing to have to do.

Valve have provided awesome support for HL2 and CS:S, Taldren gave awesome support for SFC2 and there are many many many more examples I could cite of great dev support for their games.

Where there was failure was where the developer diverged too much from their own creative vision and listened too much to a vocal few in the community who possibly didn't even represent the opinion of the majority of players.

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.


Frogboy i'm sorry to say, but in my opinion Scumbag 509 is right.We can debate if scumbag or you are correct but gc2 is not very clear about bonuses, abilities or other concepts of the game.I know that other games aren't very clear about some issues but i think that CIV4 is a lot clear than GC2 about game mechanics.If i didn't go on the forums i would never understood that having 20% research is not 20% research but is 10% research and i have to pay 1/6 of my free research, also there is a lack of informations about some racial abilities and concepts...........
Frogboy it is not to complain or to attack you because i like more your game than civ4 for it' complexity and spirit but a tbs game needs really that all game concepts and mechanics are clear for all people and for now i think that a lot of users aren't very sure about game mechanics.
on Mar 12, 2006
Some things I would like to see changed:

1) When I select a ship in a stacked pile of ships and I move it the focus stays with the pile of ships not the ship I just moved to some place. I think the focus have to go to the moved ship.

2) After moving a ship with "no destination" the game focus automatically in the next ship with "no destination" or other ship at random. I'd like to see the focus staying with the ship I moved and exclusively using the find button to search for unmoved ships.

3) In the planet/ships list you can order them by name, class, etc. But you have to click through the entire list sometimes to find the option you want. A dropdown list where you can choose it directly would be much more practical.

4) Zooming in and out in the research tree.

5) Making the zoomed minimap scroll following the cursor is really, really needed.
on Mar 12, 2006
I agree, no game economic model is the only correct one. But what is discussed here is not the quality of the economic model, but it's clarity. We want it to be logical, easy to understand, easy to use. We want appearing numbers, that tell us where our money is going, where it comes from, in a detailed and clear way.
I think most of the gamers are ok with the actual model (except about waaste or things like this, which are, finally, minor issues) ; what they dont like is that the way it works is hidden and not really understandable at first sight.
What's the point of pretending to give a 20% research bonus if, in fact, it only gives a 10% bonus? It's useless, and confusing, for no good result.
on Mar 12, 2006
Draginol wrote:

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.
]

Thats the solution on Macroeconomics. To me, the idea of separate research and industry spending sliders is much more appealing and intuitive than the present system. As it is, research and industry seems mutually exclusive no matter how much money you are willing to spend

Also, many of the UI suggestions from Citizen JebusHCripes sounds great. Some would probably not be too hard to implement (cursor panning). More clarity on modifiers would be welcome too.

Great game. And awesome developer stance. "Stardock, the only developer that listen to the whining!"
on Mar 12, 2006
My totally trivial contribution to this thread is :

$500 debt ceiling is arbitrary and would be better as a % of tax revenue
as it is now the US is $8.2 Trillion in debt compaired to tax revenue of $1.9 Trillion (i wish my debt to income ratio was that good)
Forcing the strongest Civilization economy to function at the same debit restriction as the smallest doesn't seem right (but for balance of play may be a good idea)
I can see it (the debit limit) as something the United Planets could vote to change. (want a way to screw a deficit spender? tax his debit !! )

I haven't stayed up til' 4AM to play a game for 10 years. That i did it 2wice in the last week, says You did a GREAT job on this game, and it also says I am self employed so my boss can't fire me.
on Mar 12, 2006
This sounds excellent. I really hope you implement the 'Other Economic options' stuff.
on Mar 12, 2006
Having Social spending dump in to military spending does not address the problem.

I can't speak for other players who may choose different strategies, but I virtually never have planets that run out of social projects to build -- and this is from the buggy early builds with the Upgrade issue that you've solved. The new builds will have even more social building to be doing because there won't be any freebies.

It's precisely because spending and income are divorced that leads to a halt on social production before all tiles are finished on all planets. When you can spend more than you bring in, you're maxed out. Period. Having extra capacity is useless, at least in terms of investing thousands upon thousands of BC building more spending facilities. Now you can be wise to have some extra spending capacity, as income may rise from trade routes maturing or tech bonuses obtained or new resources obtained or mined more thoroughly, but it is the income that is the real limiter.

In GC1, you could only build one of each building type on each planet. Now you can shuffle that around some more. You can more than max out your factory capacity with planetary tiles left to spare. It's the best planets, not the worst ones, that drive the overall economy. When your best planets top out, you simply STOP social production and concentrate on research or military production, or alternating between the two. If new tech allows buildings to upgrade, you only go until the best planets are topped out again, or until spending outstrips income. Your highest manufacturing planets get tied up in building wonders and trade goods, which prevents them from maxing out too soon.


The "real" problem with Social Waste is not what's going on when you don't have anything left to build. It's the loss of overflows on completed items. If I were in your position, I'd undo the Social-in-to-military thing, which only confuses the situation, and instead preserve all manufacturing overflows (military or social) by returning them to the treasury.

Then instead of social production diverting to military (which will only worsen military overflows) have it ALL return to the treasury if there is no project.

Waste not, want not.


- Sirian
on Mar 12, 2006


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.

Let me be plain: Ultimately, it's our game. IF we like the way a feature works, then we aren't going to change it.  It has nothing to do with pride, it has to do with preference.  

Please do not treat me as your servant.  I'm open to suggestions but I don't appreciate being talked to as if I'm here to do your bidding.  The game is as it is.  What changes we make after release are changes based on a collaborative process between us and other gamers. 

I don't see the system as being particularly obfuscated, especially for a game of its complexity.  Civilization, for instance, doesn't have player abilities, or a starbase equivalent. It doesn't have stats to obfuscate.

Our system isn't really that complicated in my opinion:

Your spend rate determines what % of your total industrial capacity you are using.

You then funnel that capacity into military, social, and research. The # of points  that you are charged for in each category show up on the right

Going to the planet I have:

4 Military, 4 Social, and 4 Research.

The area at the bottom right displays the currently selected project form the list box on the right.  By contrast, the number at the top is your current total production.

Using the Summary button you can see where your current numbers came from:

Your Civilization capital generates 24 manufacturing points and 24 technology points, 10 units of food and provides a 25% morale bonuse and a 25% influence bonus.

Therefore: Going from the first screen where our spend rate was 50% and I have 33% of each category funded I would get:

Manufacturing: 24mp X 50% X 33% = 4 military spending and 4 social spending

Research: 24tp X 50% X 33% = 4 research spending.

The system is quite straight forward.  It only gets complicated when you start factoring in Civilization Abilities which get multiplied and added at different points. But one could look at them as being merely "X points" of ability rather than a simple % multiplier. It's how they compare to one another.

That doesn't mean we're not willing to work with people to tweak it.  I've already put in the elimiantion of social wastage even though I really don't think it's as bad as people think (wastage is a natural part of any economy unfortunately).  But I don't feel strongly on it.

What I do feel strongly about is that if we're going to work with users on making the game even better, we don't want to be treated as servants.  It's exactly that kind of treatment that results in forums and such being run by moderators and the developers off on their next project.

We'll respect other people's opinions as long as our opinions are given the same consideration.

on Mar 12, 2006

It's precisely because spending and income are divorced that leads to a halt on social production before all tiles are finished on all planets. When you can spend more than you bring in, you're maxed out. Period. Having extra capacity is useless, at least in terms of investing thousands upon thousands of BC building more spending facilities. Now you can be wise to have some extra spending capacity, as income may rise from trade routes maturing or tech bonuses obtained or new resources obtained or mined more thoroughly, but it is the income that is the real limiter.

The solution is that you build farms to increase your population and more trade centers/banking centers to get more income out of them.

Your industrial capacity will never be tied to your tax base in any game I write. Ever.

on Mar 12, 2006

$500 debt ceiling is arbitrary and would be better as a % of tax revenue
as it is now the US is $8.2 Trillion in debt compaired to tax revenue of $1.9 Trillion (i wish my debt to income ratio was that good)
Forcing the strongest Civilization economy to function at the same debit restriction as the smallest doesn't seem right (but for balance of play may be a good idea)
I can see it (the debit limit) as something the United Planets could vote to change. (want a way to screw a deficit spender? tax his debit !! )

I haven't stayed up til' 4AM to play a game for 10 years. That i did it 2wice in the last week, says You did a GREAT job on this game, and it also says I am self employed so my boss can't fire me.

First off, thanks for your kind words.

Secondly, I agree with you. The -500bc limit is arbitrary.  I think the ideal solution would be something like what you say which would be the amount of debt you have be based on a % of your GDP.

Your GDP would be based on what your income would theoretically be if you had 100% taxes.  So if your GDP is 4000bc per turn, then you could go say 25% of that into debt.

The problem would be in documenting something like that.  That's the problem we already have -- we  have the realism camp vs. the people who want every number clearly displayed vs. the people who don't want the game to look like a spread sheet.

 

on Mar 12, 2006
Avatar Frogboy said:
I don't see the system as being particularly obfuscated, especially for a game of its complexity. Civilization, for instance, doesn't have player abilities, or a starbase equivalent. It doesn't have stats to obfuscate.]

Actually, Civilization 4 has player abilities (2 per leader). For example, an Industrious leader add 50% to Wonder production, an Organized leader reduce civic upkeep cost by 50%, a Creative leader give +2 culture per turn per city, an Expansive one gives +2 health per city...

But I agree that what Civ is or is not should have no influence on Galciv 2, which is its own game, and a Stardock game btw.

on Mar 12, 2006

Actually, Civilization 4 has player abilities (2 per leader). For example, an Industrious leader add 50% to Wonder production, an Organized leader reduce civic upkeep cost by 50%, a Creative leader give +2 culture per turn per city, an Expansive one gives +2 health per city...

Yes but there are totally hardcoded. They could literally be implemented as an IF THEN statement.

You're not, for instance, doing things that are going to build up these values.

on Mar 12, 2006
Thanks for the formulae regarding spending, which confirm my speculations.

Draginol ideas for tuning the industry/research relation seem excellent (going for more precise control, with a "flat" presentation).

I am quite happy with Galciv 2 (my understatement of the year). Its been a looong time since I had this much fun in a strategy game.

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