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 6)
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on Mar 13, 2006
Thats going to increase production and research a BLOODY lot.


If the current system was to change, then the number of hammers and beacons a factory and lab can actually produce would be a lowered to compensate (I believe). If it isn't dropped, then all of us are suddenly (potentialy) going to research and produce more than before, changing the game a fair bit (for example, the current metaverse scores would be invalid since now people can do stuff that they couldn't before).

In otherwords, if the system was changed so that both research and labs can be 100% utilised, then they would need to be made less efficient so that production and research doesn't suddenly go through the roof.

Iff you set your sliders so that research was fixed at 50% (with the lock on), and then you adjusted the other 50% between military and social, then you *effectively* have the system most people want IF you assume that a factory and a lab can only do half of what it says it can do. Oh, except you also can't adjust the amount of spending of research and production separately which is something else we would want.

So, with that assumption, this system isn't *that bad*. The only "advantage" of the current system, under this assumption, is that you can go above the theorital half-limit for one if you reduce the other.
on Mar 13, 2006
Draginol:
This is a weakness in the current system. Because as a practical matter, you can't utilitize 100% of your research and industrial base.

One of the suggestions that we are looking seroiusly at is at some point, maybe in an expansion pack (certainly in a sequel) would be to have manufacturing and research be decoupled.




why not in a patch? To difficult to implement?

At least whats the reason behind this system, where labs and fabs can't practically operate at 100%?

What led to such a decision?

Shouldn't the descripton of fabs ingame then be something like "it increases your manufacturing capacity by 24 mp... but you will never use it fully anyway"?


on Mar 13, 2006
Isn't that the truth of the matter, but wait, you may use the system at 100% Ind Cap & 100% Soc or Mil MPs.

You just need HUGE amount of money to do it.

Also that is another matter if we changed the system to the one preposed then we would in effect need a much more effective BC generation, since almost immediately you would need a helluva lot of money to fund all your facilities at 100%, I mean a 100% Res and 100% Mil or Soc production rating would require 200% the money the current system requires since you have essential doubled the production of the empire by separating the Research cost and Industry cost. And rightly so, sorry but Research and Industry rarely interact outside of business. But this is a galactic empire and not a galactic corporation, so research would be done in secret away from business and industry since they are always likely to interfer with potential threatening technologies. Why would the fusion generator corp allow the empire to develop anti-matter generator tech if it is going to put them out of busines. We all know what the parallel in the really world is, i.e. Oil and Hydrogen Fuel Cells, or Renewables.

Ooops ranting again LOL.
Sorry.

I agree whole heartly with linking MP sliders and separating the RP slider from the Ind Cap and MP sliders. But I can see so many problems with doing that. I really don't think Stardock will do this since it would frack up the game in no time.

J
on Mar 13, 2006
Here's an idea, Stardock is there any chance you can add the economic system as a external moddable file, I mean like a file that contains a formula and references to where the various figures come from. Then we could simply rewrite the formula to cater everyone.

Just one idea. Most likely not possible since the formula probably isn't localisable within the code, its probably derived from a number of separate functions and classes.

J
on Mar 13, 2006
Far more importantly than any changes to the Economic structure of the game, or the current compromise between scientific research and industrial might is this: can I have flashing lights on my ship pwease?

I know there aren't animations for any of the ships. Would blinking lights be an issue to implement though? If you look at some of the incredible work that has come out of the ship creator in the ship design thread, you can see the sheer love that has gone into crafting some awe-inducing ships. It's a shame to think that what we can see in the pictures is pretty much all we would see in the actual game. I know that animating parts would be a nightmare and would seriously limit the modular nature of the ships. Surely flashing lights can't hurt though? They certainly wouldn't require as much processing power as the polygon counts of the ships themselves?

Another thing; I had the Torians pop up and moan that I had built Influence starbases too near their home planets, and asked me not to build any more there if I value their friendship.

Very cool, I thought. I then remembered they had done exactly the same to me, building one right next to Sander V. I wanted to tell them the exact same thing. Unfortunately I couldn't.

I also wanted to declare war on the Drengins simply because I had nothing better to do with my ships. I opened up a comms link, but couldn't see a "Declare War" button. Does it only appear if "you're hostile" with someone? If it does I'd quite like to say "your mum looks like a Snathi's genitalia" or something to manipulate relations more.

Essentially I'd quite like to have more of a way of communicating with the computer factions. Since you haven't included multiplayer (which I fully appreciate, I hate online gamers) I think the ability to interact with the computer should really be improved as far as possible. I would quite like to tell the "peaceful" Torians to get that Troop Transport away from my planet, ask another nation to help me defend my home planet from an armada of Yor heavy fighters, thank this ally for saving me from a pasting, compliment another race on their astounding research capabilities, OR BARTER WITH A FACTION WHO COME TO ME AND WANT TO SWAP ONE TECHNOLOGY FOR ANOTHER. Maybe I think Impulse Drives for Miniballs II is an unfair swap. I might do it for Miniballs II + 400bc though..

I know you probably won't implement all of this (if any of this). I would however be extremely grateful if you considered some of these ideas. With the AI you've already done an impressive job of emulating a cunning, adaptable human player. I'd quite like to interact with them too, that's all. Space is big and lonely
on Mar 13, 2006
Stardocks know this but this is my experience with Strategy Games.

The more clear things are the more you can realise what your choice of path leads to
This also give you more gratification to chose a specific path. This is what stratgey games are about picking paths and seeing the effect.

Choice need to be as clear as possible so players can pick and know what the effect is and then see the end result.

Choice should be limited to a small number maybe 10-20 as human brain have a hard time dealing with more.

During my 20 years of playing computer strategy games this is what makes a good strategy game.

The Mantra: Very clear options before more options.

Thanks for looking into this aspect of the game. Keep up the good work.

Please also take a look in the Research trading thread and please address a lot of peoples concern about the unrestricted tech trading. Solve the bugs first though.

on Mar 13, 2006
I've found the economic model fairly easy to use, although the interrelated aspects aren't always intuitive. I think I can see why the developers made the model that they did:

*making it from scratcfh*

PERSON 1: "Well, I'd like to see a choice where civilizations can shift their focus from researching new technologies or fully investing themselves in today's technology. Think about the US, for instance - we're so heavily invested in gasoline engines that it's difficult to divert much in the way of public funding to researching new energy sources."

PERSON 2: "Yeah, I hear where you're coming from. Instead of an either/or situation, however, I think players would like to be able to strike their own balance between the two."

PERSON 1: "Great idea! I wonder how this would effect public spending on social projects. What do you think?"

PERSON 2: "Hmm. Well, social spending is just a piecet of the overall pie of government spending, but let's make sure that people can see it's a unique aspect."

PERSON 1: "Yeah, you're right - how about a distinctly different slider for that, and it will just be a part of overall spending?"

PERSON 2: "Sounds great. So we'll set up one slider for overall spending, one for taxation, and then a few sliders for research, military production, and social spending."

PERSON 1: "I think we have a winner."

PERSON 3: "Do you guys mind? I'm trying to watch Project Runway."

PERSONS 1 & 2: (while sticking tongues out) "Thrpppt!!!"
-----------------------------------------------------------------------------------------------------------------

All that said, I like most of the ideas people have been coming up with and I think that they will lead to making it a better game.
on Mar 13, 2006
I like the economic model in GalCiv for the most part.

Planets are large entities and it'd be nice to have more granular control over what each planet is doing. It'd be nice to have less waste (very easy to have planets with no socials to build, for ex).

Ultimately I can live with the system as is. It works well and it's equally fair between players and the AIs.

Far too many GalCiv2 players want GalCiv2 to be MOO2 with different graphics or want it to be like other games. I like GalCiv as it is, or I wouldn't buy it and play it to begin with.
on Mar 13, 2006
I too would like to see the research slider decoupled from the mil and soc slider.
on Mar 13, 2006
would the problem of not being able to run your lab and factories at full capacity at the same time be fixed by just changing the spending limit from 100% to 300%? At 300% an 33% in each catagory you get 100%.
on Mar 13, 2006
"They wouldn't be listening to you anyway, certainly not responding and wouldn't give a rats ass even if they heard. Give a margin of respect at least when you are in communication. All business works like this... or does your boss treat you like a serf?"

Providing good service is a basic requirement of professionalism. If some hang-up about doing so is impeding one's professionalism, as it seems evident here in Frogboy's case (i.e. instead of giving reasons for his attachment to the current UI/econ system, he offers merely the non-sequiter that it's his and he likes it. No, once you sell it, its no longer yours, or at least yours alone), pointing it out to him is actually a service itself, so he can get out of the rut.

"Oh and by the way, you hardly have the monopoly on $45's.... there are plenty of other "investors" here who hold a share."

Indeed, which was why I took the time and trouble to point out the above - free of charge. My enjoyment of the game will be significantly enhanced if we can get the UI fixed, thus preventing the 30-50% of potential fellow players who aren't willing/able to slog through the current UI from throwing up their hands and finding another game.
on Mar 13, 2006
"...you are so agreeing with my observations, having waste factories and research facilities doing jack all is very concerning, ..."

Actually its not concerning at all, its all in the semantics.

Though it comes as no surprise that some people are such penny pinching microers that this blows a major fuse, it makes zero difference in game play how they set up the sliders. [other than wasted social, which is being addressed anyway].

It is the hight of [well something] to say that they need to change it so that you can use 100% of both research and production, while at the same time saying that you would also need to tweek down the capicity to give the same effect as what there is now. I mean seriously... what is the point? I know the point, to satisfy someones own personal bent in how the economics should be 'phrased'.

As it stands right now the system makes perfect sense (in its basics, Brad already commented on some of the fog elsewhere). The more capicity you have the more production or research you can get out of it. You can look at unused capacity as being wasted, or you can look at it as potential should you ever *need* to go to a 100% solution. Part of the beauty of coupleing production and research is that it does place an additional constraint on how you have to manage your empire. Imagine how ugly the diplo+techtrading 'abuse' would be if you could fund that much more activity... that of course assuming you don't reduce building capacities by 50% anyway...

In short, the proposed changes don't really change anything other than semantics, unless you go to individual planetary sliders, which I hope they don't since micro is evil. That said, some more in game info on where your production/research values are coming from (which I think Brad also mentioned was being looked at) would go along way to make alot of people happy.

Oh, and fix the ship/fleet interface. Well as you say, fix, isn't quite the right word since it's not technically broken, but man is it annoying.
on Mar 13, 2006
If some hang-up about doing so is impeding one's professionalism, as it seems evident here in Frogboy's case


Wow. Just... just wow. I don't even know where to start in on explaining the arrogance and the ridiculousness of this perspective.

You're StarDock's customer. You purchased something from them. You spent $45 and received what, in your opinion, was $45 worth of a product (if that was not your opinion, then you shouldn't have purchased the product, and therefore the fault was yours). This transaction entitles you to the following:

1: A functional product. Meaning that it does something. Within the advertised limitations (for example, I hate the fact that the game doesn't play at 720p, but they told me that before I bought it, and it's my fault for not paying attention to that little fact).
2: A product that does what the makers of said product decided to make it do. As advertised. If it doesn't do what you thought it did, it is either false advertisement on the part of the company, or it is as designed, and you should have investigated the quality of the product better.
3: That the product will not harm you or others when used correctly (unless that's what it was made to do).

These are exactly and only your rights. You have the right to complain about any product, but that does not entitle the makers of said product to actually listen to you any any way, shape, or form. The fact that the makers of GC2 do listen to their customers is a privilege, not a right.

If Frogboy doesn't give a reason why he's made some decision that he's unwilling to change, consider your privilege revoked. If Frogboy doesn't like your attitude and ignores everything you say, that's his right. Be glad that you're getting to make your case at all.

If you buy a game that is of poor design quality (to you), that's your fault. We have reviewers and reviews out there that offer plenty of perspectives of the product. And, maybe you just thought that you'd like the game, but it didn't turn out that way. That's still your fault. You purchased the product, and you took the chance that you'd like it.

You didn't become an investor in StarDock; you becaome a customer. Being an investor would give you (depending on how much you invested) a seat at the design table. Being a customer does not.
on Mar 13, 2006
Just my 2 cents:
I have to agree about the current economic model being okay - I'm not interested in individual planetary sliders- way to micromanagement, IMHO- As far as unused capacity goes, while I see the argument that production should be what it says, In reality a nation's industrial capacity is not always maxed out, ie mosts plants don't run at full capacity 24/7 and part of that constraint is $ available.

on Mar 13, 2006
I would like to put my support behind having individual control over each of the 3 types of production being used. (military, social, and research) This in my opinion would give greater control over how things are spent and allow for creative ways to run a deficit/surplus.

The way I would implement it in the interface would just take out the current 4 sliders (total spending, and % of each prod type) and replace with a slider for % of spending on each production type. The key in my opinion to making it simple to see what is going on would be to include a display next to each slider that shows how many points are being spent versus how many total points you have available. Since it has been established that it costs 1 bc per production point or technology point then you should easily see what effect a change would produce. The total available could then be updated based on both your buildings, any non-free bonuses, and importantly any change in focus on an individual planet. Free bonus points could also be shown next to this number but that might get too busy. I like the total used versus total available being displayed because you would then see how individual actions changed your overall total. For instance what effect a building placed on a bonus tile would have or what effect a new module on a mining starbase had. A percentage only wouldn’t show that.

Here is what I am thinking:

Military |---------------------[]| 100%
500/500 mp +50 mp free

Social |----------[]-----------| 50%
250/500 sp +50 sp free

Research |----------[]----------| 50%
500/1000 tp +100 tp free

I like the potential for individual control since it allows one to more efficiently utilize resources. For instance right now unless you set spending on 100% and set the research slider to 100% you never fully utilize all those costly research buildings. If you do set it up that way you not only are not doing anything else but you usually run a surplus. If you had individual control you could instead allocate those points left over from full research to one of the production sliders. Also if you had a crisis you could fully utilize everything with the drawback that you more than likely will be running at an enormous deficit. There have been many times that I needed to rapidly build up a fleet as well as get a much needed tech, but couldn’t run at full capacity on both at the same time.

This also should address the problem of unused social production going to waste without the major fluctuations in the economy.

Anyway, that is just my opinion/vote. Whatever way is decided should be fine as there are no right or wrong answers to this kind of thing. As long as how it actually works in game is communicated I am happy.

Thank you.
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