So how exactly does/should production work? Here's how it will work in v1.1
which will seem pretty much the same to people who aren't really into the
numbers but will be a major improvement to people who follow stats.
On your planets you build factories and research labs. These factories
and labs produce industrial units and technology units.
Your spend rate determines what % of your factories and research are to be
funded. In addition, the 3 sliders funnel that funding in to military, research,
and social production.
What affects production?
You also have a number of bonuses that come into play:
1) Special tiles will add a bonus to the given factory or lab's production
level.
2) Starbases can assist factories and labs by cranking up their production by
a %.
3) Planetary bonuses (from events) can increase research or
manufacturing.
4) Your civilization ability in research, social production, and military
production can have an impact as well.
Half of your bonuses (2, 3, 4) you are not charged for. You simply get them
for free. Yay.
The
code: (for those interested)
CalcCommerce(). This function looks at your factories and multiplies
that by any special buildings (like a manufacturing capital). It then takes into
account things like whether there's a United Planets issue involved (like the
galactic prison).
CalcTechnologyProduction(). This function looks at the total value of
the labs and other research providing buildings, multiplies that by any
buildings that increase research production by a % (like a technology capital)
and puts it together.
CalcResearchProductionBonus(). This function looks at
CalcTechnologyProduction() and then returns how much bonus research you get from
your ability, whether the planet has rings (10% bonus), whether there's
some other event in action, etc.
CalcProductionBonus(). Same as ResearchProductionBonus except it looks at
industry related bonuses. |
Sins of the past
Galactic Civilizations II's system was a carry over from the original game
(2003) in which the various abilities, values, etc. were morphed based on play
testing. And in the case of things like morale which generates your
approval rating, your morale ability is literally added to your approval rating
at a rate of Morale Ability to the .90 power. Why? Because from play testing
that was the most fun in how the various buildings and abilities worked.
But sticking with production and research, which is the real nuts and bolts,
the idea here is to streamline this so that the mechanics are straight forward
and easy to understand. I also want to add tool tips that spell out this
stuff if there's time. If you have the non-English version of Galactic
Civilizations II you may want to switch to the English version for 1.1 until the
new text is translated.
Real world examples
So for spread sheet gurus, what can we expect in the terms of numbers? In the
game I'm in I have two planets: Haven and Vizzard II.
My spend rate is 100%. And all my money is going into research. Haven is my
capital and has 3 labs. The planet has a 12% research bonus due to an event. I
have a bunch of starbases around it that double my factories and lab production.
What should it look like?
I'm only charged for half the bonus production (so half the starbases, half
the planet, and half the ability). So even though I'm getting 134 research per
week from Haven, I'm only being charged for 94 of it. Yay. The other 40 of it is
"free". Where did that number come from? Well, the base production on
Haven is 54 (24 + 30). My total research is 134. 134 - 54 is 80. So
40 of that extra research is free and the other 40 I'm charged for. The
original 54 I'm charged for so 54 + 40 = 94.
To the average player, this is a bunch of either "who cares" or "This is so
complicated". The system isn't really designed to be spread sheeted this
way and in GalCiv 1, few people did. But enough people had a huge outcry
that they couldn't just spreadsheet this stuff that we ended up in a situation
where we needed to be able to put this stuff together in a way that people could
understand.
Eventually I get something like this:
If this all looks confusing and such, don't worry about it. It should
look confusing and complicated to most people. But to people who really
get into the numbers, this is what I think many of them were looking for. Very
clean, straight forward economics, albeit with a lot of modifiers involved but
at least it's knowable.
Where things get really a pain in the rear is when you deal with the new
social wastage elimination. Should unused social production get to get all
those nice military bonuses? That is, if I've got say 50 social production going
but I'm not building anything, should that 50ip's get all the bonus modifiers
and become say 100 military production?
After a weekend of playing it both ways, I decided on no. That social
production is transferred to your total military production on the planet but it
doesn't get all the bonuses. There has to be something to benefit the
player who runs their economy well, otherwise we might as well just get rid of
the economic system entirely and just have it a be a mindless grind of cranking
out ships.
The other tough question is whether your base social production should get
bonuses and all that good stuff and then have that magnified amount be
transferred over to your military. Again, after playing it for awhile, it
just seemed incredibly cheesy that a player could see their ships get cranked
out really fast because they had picked a high social production value. It also
seemed counter intuitive.
Here's how I tried to game the system with a 2% Military and a 98%
social:
So what Haven ended up getting in terms of military production was 1 from its
base and 2 (rounds up on bonuses) on the bonus for a total of 3 natural military
production from the 2% ratio. Then the 52 from the base output from social
spending is transffered over for a total of 56 military spending.
You can imagine some of the cheesy scenarios I went through though. In
one case, I had something like 300 military production because I got the bonuses
from the social production and then that production got re-bonused when it was
transferred over. And at that point the entire game mechanic starts to
fall apart.
In extreme cases there will probably be some slight round off error. It's
unavoidable when you're taking 50% of 3 (for instance). But you get the
idea.
Damned if you do and...
What's ironic about all this work on streamlining this is that you will have
more people who like the fuzzy stuff and argue the game has no "soul".
We could have just used flavor text on the abilities and saved ourselves a
lot of trouble and had one group be happier with things like:
Military Production Ability:
( ) Basic
( ) Industrious
( ) Magnificient
And let the user "imagine" what those values meant other than "something
really cool".
Master of Orion 2 had a bit of both. "Fantastic Traders" instead of Trade
Bonuses. And "Charismatic" instead of a set Diplomatic Ability.
I think if there's a Galactic Civilizations III that you'll see the abilities
evolve into something that has elements of this. It's important to note
that Galactic Civilizations preceded Master of Orion in terms of a public
release (original OS/2 version) so when someone thinks that GalCiv is really a
"MOO clone" they don't realize how far back the game goes.
My view on this kind of thing is that games have to evolve over time and good
games integrate features from proven successes. Otherwise, the game designer's
just being obtuse IMO.