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 7)
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on Mar 13, 2006
"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."

That's just plain wrong. You may not be using the full capacity of them, but you have more research available the more (or the better) bulidings you have. Again, it doesn't matter if you are able to use all or a % of your available buildings, depending on the building capacities you will get the same amount of production out of them.

Now they could change it so that you can use all the capacity, but it doesn't make any differnence in your final output once they scale the economies to fit whatever pacing they desire.

And that's one of the keys here, what pace do you want to be able to build and research at? If you like the current pace, then changing the way you fund capacity also requires changing how much capacity you have, which in the end means no meaningful change to the game mechanic.

So the question boils down to would you rather have Stardock fart around making the economy more semantically appealing to those who don't like it right now, or spend time making meaningful additions to the game?
on Mar 13, 2006
If this is in the game please point me to it:

I would like to have a Military adviser who could tell me what type of ships (+ weapons + defense + whatever) I should be building to counter any ships (+ weapons + defense + whatever) that my enemies may have.

Right now I'm building ships that usually get obliterated by the enemy, I need big time help in designing my ships.

This Military adviser could start out as clueless as I am but after spending some time and money to upgrade his skills he could possibly become my MVP.


on Mar 13, 2006
HOWEVER, one thing I am now worried about is a paradyme shift in viewing economy within the game. First by delinking the RPs and MPs from each other you are essentially hypering up the overall power of both of these. Instead of having 34% Mil 33% Soc and 33% Res you are now going to have 50% Mil 50% Soc and 100% Res based off an optimal 100% Ind Cap. Thats going to increase production and research a BLOODY lot.

Well, that suppose you have enough money
on Mar 13, 2006
In response to post #91:

I apologize if the wording up my post (#90) caused a stir. I hope it didn't seem like a directive or anything. I just wanted to put a vote in on one of the possible options that was brought forth in the original posting. I am fine with what exists right now. But if it is said that a couple of options are being looked at as possible changes to the system then I think constructive feedback on which option is preferred is appropriate.
Thank you.
on Mar 13, 2006
First off let me say that you all did a fantastic job on the game as is. Are there things that annoy me? Of course. But that is preference not anything you did *wrong*.

As for this economic business I like the fact that you've made a change so that unused social goes into military though to be honest with you I've just always hit the *Focus* check icon and ignored the 9 SP that are wasted. That was until I manage to get a planet that could produce at times upwards of 400 points of either MP or SP. In that case even with focus set I was still wasting 150 SP a turn. That stung a little but by that point in the game it really made no difference.

I do have a suggestion though along those lines. How much of a change would it be if manufacturing were just manufacturing meaning there was no difference between a factory and a lab? So let's say a planet produces 100 points of whatever per turn. I can then set with the sliders in the economy screen that I want 20 to go to ships, 20 to go to improvements and 60 to go to research. I understand that it would muck up the current planetary enhancements and probably a few other things as well but just a thought.

For me the confusing part of the whole process is the three little sliders. They don't stay linked. If I lock one and move another the one I'm not moving doesn't change even though the percentage numbers do change. If I then move the other the numbers jump around erratically until I hit the *sweet* spot for what the numbers should have represented on the slider position. The sliders need to accurately represent the number shown.

Beyond that I personally like that I can deficit spend if I need to. Otherwise there would never be any point in building up a bank fund of 30,000 bc before going to war. Then I can just live off of that for the duration all the while cranking out many many ships and destroying many many enemy ships and basically just making myself a royal pain in their backside .

I can't honestly think of another game I've ever played where the designer actually responded to posts on the forums. It's a refreshing change. My hats off to you. Keep up the excellent work and hopefully some won't piss you off to the point where we don't get to look forward to your insights anymore.
on Mar 13, 2006
In response to post #91:

I apologize if the wording up my post (#90) caused a stir. I hope it didn't seem like a directive or anything. I just wanted to put a vote in on one of the possible options that was brought forth in the original posting. I am fine with what exists right now. But if it is said that a couple of options are being looked at as possible changes to the system then I think constructive feedback on which option is preferred is appropriate.
Thank you.


I don't think it caused a stir so much as I just do not think many people have thought through what the changes they are asking for would actually accomplish. It seems to me to be much more of an issue of simply wanting the system to be termed differently. That is using 100% or 50% of a buildings capacity is the same thing if the capacities are 4 and 8.

The point being that if you do not want to change the pace at which research and production occurs then changing the way that money is spent (full capacity or the current system) is completely semantic. If you want to change the pace then so be it, but that is an entirely different arguement I think.

The arguement that you will have 'more control' over production/research by decoupleing the sliders is also bogus, though the control from the decoupleing is more intuative perhaps.

Adding individual planetary sliders is a big change though, and one where there are valid points for how economies should be run. However, with the removal of the social penalty this is less of a problem, and I hope that Brad is for less micro rather than more.

on Mar 13, 2006
One UI improvement that I would very much like to see:

When you click on 'summary' for a planet, you get a list of the different sectors and improvements.
However, improvements built in 'rare' sectors that give bonuses are not listed any differently from improvements in normal sectors (eg a factory in a sector that gives a 300% manufacturing bonus), and thus the total for the different categories is not listed correctly at the bottom of the summary.

Such bonuses are not listed on the 'details' page for the planet either, but I feel they would be most useful on the 'summary'.

Please add.
on Mar 13, 2006
"Wow. Just... just wow. I don't even know where to start in on explaining the arrogance and the ridiculousness of this perspective."

One place would be attempting to understand where its coming from instead of jumping to the conclusion that its arrogant and ridiculous. Forthrightness connotes respect; if I didn't respect Frogboy (for BOTH the excellence of the overall game and his willingness to engage with players), I wouldn't bother writing at all. That's a given - if you've missed that, its not my arrogance that is the problem.

The rest of your spiel must be addressed to someone else, as it has nothing to do with anything I've said. Have fun with the strawman. I do like the game. I want to be able to play it with more people. I don't want these people to be scared away by an economic system so counterintuitive that even its creator can neither explain it (hint: there is no quantity "industrial capacity", the breakdown slider actually breakdown different quantities) nor offer a reason for using it other than his aversion to lower himself to provide service to his customers.

Which is doubly strange, as he's clearly able to offer both compelling reasons and excellent service in other contexts.

Having invested the time and effort in puzzling it out, the current system is actually growing on me tho.
on Mar 13, 2006
My main problem with the current system is this extreme case:

Let's say I've been axed down to one world by the computer players. This one planet is my manufacturing capital, and can put out a whopping 300 shields a turn. There's only one lab on it though, giving me a total of 10 possible research points (or so.) Now, if I want to be able to research five measily beakers a turn, I have to give up 150 shields to do it?! That seems a little crazy to me. That being said...

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.


That fixes the problem nicely.

While I'm no expert at UI design, I would put a research slider and an industry slider where the spending slider currently is. I'd label each with both a percent and a total BC spent. A little ways seperate from that, I'd have a balance beam slider with social on one side and industrial on the other, with percents and total BC listed on both ends (next to both social and industrial.) Sure it's a little redundant, but i think the added numbers right next to the bars will help the intuitive-ness, rather than having to look at the list on the right side.

Oh, and as far as the social production waste, it doesn't bother me, but having it fixed really wouldn't bother me either.


-Dewar
on Mar 13, 2006
#34 by Avatar Frogboy [Stardock]
Saturday, March 11, 2006 8:34 PM

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.



Thank you for the quick attention and your weekend labor, Brad.

Not wanting to ask too much, but wanting to clarify, will there be a seperation of research and factory production in this beta?
on Mar 13, 2006
"The arguement that you will have 'more control' over production/research by decoupleing the sliders is also bogus, though the control from the decoupleing is more intuative perhaps."

Its not bogus. An example:

Say I have 10 MP's and 5 RP's. I'm restricted to spending at most 10 bc (in the case of choosing 100% spending, and a 100%/0% breakdown). If I'd like to fully fund everything, and pay the bills via, say, selling off techs, I am constrained from doing so. I am likewise constrained from fully utilizing my labs without shutting down my factories. Also a loss of control.

Clarity is a separate issue from control. It's unclear what the percentages on the breakdown slider are actually breaking down. The fact that they do in fact breakdown different quantities, and that how you set your breakdown changes the overall budget amount is very strange and counterintuitive. Strange and counterintutive can be good (that's what makes good games interesting), but I'm unsure of the purpose of doing so in this case. The current system does have the advantage that it resembles life, with all its unintended consequences and things outside one's control and ambiguities.
on Mar 14, 2006
Hi!
I have some issues with the current system of production and spending. First of all, I need to tell, how I usually play.

At the beginning of the game I put all money into production of colonizers. I usually buy the basic infrastructure - the first factory and a research facility. Here's the first problem: after I build my very first lab, it doesn't produce anything, because I'm spending 100% into shipbuilding. At the same time I'm buying factories, that ALSO don't produce anything (HUH?! ), and that continues until my colony rush is over. Only this way I can stay competitive with the AI in a race for habitable planets. After the rush is over, I switch to research (to catch-up in tech trade with the AI, that is usually 10+ techs ahead) and production of planetary structures (mil. production 0%, balancing other two to not waste scarce money on 98% finished buildings). This is the most MM-intense phase, as I'm usually in red numbers with money, so I can't buy off those few percents of unfinished build, and I can't sell tech to get money as I need it for buying tech from other players. Brad and Stardock, please make that phase (and the rest too) less MM intense by returning the excess money from project(s) into the reserve.

Now my empire is out of childbed, and I need to get some tech edge over the other players. I start intense research in planetary infrastructure tech, and in weapons, so my spending changes to what will remain for most of the game: about 15/15/70. Now here's the catch again: I have on a planet 3 factories, that could produce 30 "shields" and a colony center with 12, but I'm using only 30% of that - 14 "shields". That is about the output the basic colony center is providing! I can imagine you'd say "Spend more on the production!". Well, for some time I can do that. But then my highly productive and smaller planets run out of free tiles or upgrades. Then what? Dump social spending to 0%, when bigger planets are only half built? Even if I set my mil production on 50% and research at 50%, I'm be using only 50% of both types of installations. This way about one quarter of those precious green tiles on planets are WASTED.

Also I've noticed that some new players complain about AI heavily outperforming them. That IMO comes from the simple fact that game starts with the general spending slider not at 100%, and they don't know they have to set it to 100% manually. But why should someone tell the game to run econ at 100% anyway? Isn't much more naturaly labs and fact's run at 100% until ordered not to?

Here's my proposal of econ model and UI:
  1. drop general spending slider, keep only tax slider,
  2. tax slider gets an additional feature: a warning sign that turns on when one or more planets turn "red" when setting tax rate too high,
  3. industrial spending has 2 sliders for mil and soc (they share the same factories), and has a "box" that displays cumulative spending percentage,
  4. research funding is separated from industrial and has its own slider,
  5. both spendings start at 100%, industrial is divided 50%-50%,
  6. a net financial output is visible close to those sliders, so the player can see the financial outcome from his decisions, and adjust sliders properly,
  7. planets keep "focus" ability for spending, but only on mil and soc, and 2 levels of "focus": the current one and full 100% (no more "empty social queue" waste),
  8. game checks "prices", spendings and the completion of the current project, and spends only the amount of money that is needed to complete the project.
IMO those settings are much closer to the econ models we gamers know, they allow serious planet specialization, eliminate waste of money, and keep more precious tiles on planets available.

Thoughts or comments are welcome!
BR, Iztok
on Mar 14, 2006
First of all, good job guys on the work you've put in so far for this excellent game. I think that the economy is pretty well done, (even the slider bars, which make sense to me since I haven't played MOO2 in several years) with the exception of the social idle production. My ideas on this subject are as follows :

1. Allow idle social production to filter into military production, though not at a 1:1 basis, otherwise everyone will just take social prod bonuses, and those races with mil. prod bonuses are screwed. Perhaps something like .25 (Social) : 1 (Military).

2. Another idea is to borrow from another game, and allow your Social Production to make money. This can either be done straight forward (excess production turns into money through some ratio), or a bit more interestingly (only allow it on planets with trade routes, as they're producing more stuff to send out for trade, thus upping the income of the trade route, not necessarily creating money ad hoc).

3. Set a slider to determine if excess social production goes into Military Production, Money, or to assist research (helping design/build prototypes, etc).

Personally, I'd like to see #2 & #3 implimented, on a planet by planet scale though, not globally.

I hope SOME of that made sense. It's a little late and I'm sleepy

Any comments, etc - serax@cox.net
on Mar 14, 2006
"Say I have 10 MP's and 5 RP's. I'm restricted to spending at most 10 bc (in the case of choosing 100% spending, and a 100%/0% breakdown). If I'd like to fully fund everything, and pay the bills via, say, selling off techs, I am constrained from doing so. I am likewise constrained from fully utilizing my labs without shutting down my factories. Also a loss of control."

It is not a loss of control, it is a different mechanism that you have to use. Indeed this mechanism means that focused planets are less useful than diverse planets (generally, though not always). Its a transition that is perhaps difficult to accept coming from other games which use other systems, but in the end you have the same amount of 'control' you just have to plan for it differently.


I can see why decoupleing the production and research sliders is more intuitive, but its also a completely different dynamic, which apparently stardock did not want. I won't complain if they change it to a different system (unless its somehow worse, which I doubt), but I will continue to point out why the arguements that the system restricts control are bogus.

"The fact that they do in fact breakdown different quantities, and that how you set your breakdown changes the overall budget amount is very strange and counterintuitive."

I disagree, but then again I played GC1 so I'm more used to the system perhaps. The end result is that you don't ever waste money, which is the most important element. The problem alot of people seem to be having is in the optimal way toset up their planets, which isn't to make completely specialized planets, but to arrive at some kind of blance between production and research on each. Obviously due to the capitols you are going to have some planets with greater abilities in one area or another, and there will be some 'waste', but as these rules apply to everyone its really not that large of an issue.

It would help though if there were a better understanding of where the 'free' production and research came from. For example if the capitols gave you 100% free production and research then there would be no extra waste due to having higher unsed capacities. The way it seems to be is that you have a base amount of production from your factories, then your max capacity gets modified by any bonuses you have at that planet, which helps, but it also adds more 'waste'. Easy example is if you have one factory(8) and your colony (24) you have a production capacity of 32. If you have a 50% bonus to production you now have a capacity of 48. So when you fund at 50% you are getting 24 production, and you are paying for 24 production . If the 50% effected your production after its paid (that is it doesn't modify capacity, rather final production) for you would have a production of 16 + 8 for 24 again, but you'd only be paying for 16 of it. It would also look like you are 'wasting' less of your capacity, though that's not completely accurate.

Basically the system as it is is fine, especially if they clean up the wasted social production, its just a matter of changing the mindset on how you build up your planets, which also requires a better understanding of which bonuses affect what and how.

{edit not sure if I got the numbers right above, colony might be 12 not 24, but you get the drift right?}
on Mar 14, 2006
"but in the end you have the same amount of 'control' you just have to plan for it differently."

Um, no. If I was able to decide to spend 15 instead of 10, I'd have more control than the present case.

The instructions with the game say that each mp or rp utilized costs 1 bc. Any constraint on a player's decision to so utilize said mp or rp, or the charging of players for mp and rp not utilized, should arise from either play balance concerns or preferably a desire to model the underlying reality the game seeks to convey in an interesting way.

If such constraints, are, on the other hand, an artifact of the UI alone, then they serve to impede enjoyment of the game rather than further it; even moreso when such constraints are not clearly communicated.

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