jhsveli said:
When or if it is decided to go forward with a Colonization mod, it must be agreed upon either to try and copy colonization's gameplay as much as technically feasible, or try to do a colonization mod with Civ4's updated gameplay style. I think this is a decision that has to be made early on, not necessarily before anything else, but before moving on from prototype stages.
Having plunged into a mod doing less of the gameplay planning than I thought I had done, I agree fully. You should chart out the fundamental game mechanisms -- what you want the player to be able to do -- before anything else!
jhsveli said:
As far as the economy goes, In Colonization this was almost absent.
From your description, it sounds like there WAS an economy, just a one-dimensional one...
jhsveli said:
One of the main reasons for me wanting to se Colonization remade is the trading system. Specializing colonies to either be raw materials supplyer or producer, or both, was very much fun. The main challenge here would be to make resources yield. In civ4 squares yield food, hammers or gold. It must be possible to add whatever raw materials "we" decide to put in. For example in colonization, grassland yields a certain amount of tobacco as well as food. A grassland tile with prime tobacco yields +2 in addition. And finally plowing that field yields a further +1 tobacco in addition to that. Then there is the case of specialist workers, which double the total output of the square.
IMHO one of the big shortfalls of the Civ games I've played is the simple economy model. Civ4 does a better job than previous installments, but the big thing missing is the possibility of a player to specialize, capture a niche, and otherwise engage in "competitive advantage."
There are some SDK mods which allow multiple yields, but before digging yourself into a morass there, I would take a step back (per the first point above) and ask: what is the core dynamic you (or I) want to achieve here?
Sounds like you could break it down into:
1) Sacking / raiding / pirating. An activity that provides an immediate hit but isn't sustainable. The strategy would be to plunder enough gold to lift yourself up to the next ledge while pushing everyone else down.
2) Harvest raw materials. More long-term value, but you still lose your margins to the refiner. (The difference between dirt and cotton is less than the difference between cotton and cloth).
3) Refine raw materials. Takes a huge investment of time and expertise, but generates the most value of all of these activities.
(I think this reflects economic development today: nations are all struggling to go from raw materials to manufacturing to services to innovation).
In terms of these 3 levels, Civ4 captures this in a fairly abstract way in commerce improvements in the later eras. A watermill gives a good mix of yields, but it's static; a cottage is very poor at first, but becomes incredibly powerful if you give it time to mature.
The problem with the Civ4 model is that it's too abstract. You can't tell if the cottage-town is specializing in creating widgets or gadgets. You just presume that it's found its own competitive advantage. But that would be abstracting away the exact mechanism you are trying to capture.
So, a few tentative ideas:
1. Don't resort to new yields. Find a way to leverage the existing bonus system.
2. Find a way to make bonuses gradated rather than binary. E.g. having 10 cotton is different than having 1 cotton.
3. Following on 2, terrain bonuses can produce more than 1 of that bonus. (This erases the line between yields and bonuses)
4. Following on 3, perhaps different terrain improvements lead to different results on that bonus. A cotton plantation will always generate 3 cotton. But a textile plant will start by generating 1 cloth for a very long time, but eventually generate 5 cloth (or something like that). This represents your decision to forgo shipping the cotton elsewhere.
4b. More realistically, a cotton resource from a trading partner is needed for you to create cloth, but there needs to be some way of capturing the need to invest in infrastructure with delayed payoff.
5. After all of this, there needs to be a functional market where you can sell your cotton so someone else can create cloth. Like a real market, there should be the potential to have a cotton or cloth glut that drives down prices.
6. Then you need an AI that will be able to make decisions intelligently vis-a-vis #5...
I think I might just post this as a new idea thread...