Originally posted by Suki
Shyrramar:
good work but think a little more about what you're doing here that arithmetic summ is a parabola. wouldn't it be easier to give the formula as:
the upkeep cost linear, and if the you have more than the amount your resources would allow, add cost proportional to the difference squared
Yes the formula is in effect a parabola. I have of course thought of parabolas and exponential functions, but there are two reasons I had in making the formula as it is.
(1) The formula is based on a simple idea of how the cost would rise. The idea is easy to grasp even for those who aren't math-experts and the effects would be easy to calculate and to control. The idea is that once you unit number exceeded your resources, each unit would cost two gpt instead of one (or it works just as fine with the allowed units costing nothing). If the step was ten, then you would know that each exceeding unit would cost first two, then three and so on. This would be very easy to understand. If the function was made parabolic, it would become abstract.
(2) The actual code is unimportant. The maths involved is relatively simple to coders, so it should not present a problem. There is no need to make the code any simpler. In effect it is a parabola, but with important differences caused by the integer-part of the formula. It could be turned into a parabola that followed along the lines of this function and then turned into integers, but I am not sure of this and will not pursue the matter for now. The integers might have an effect on the parabola so that it wouldn't actually work.
So the point here is simply this: It is not important if the actual formula is easy or not - both suggested are easy enough. What IS important is that players can easily calculate their losses. This is what my system allows.
And another point: the parabola cannot be made as simple as you have suggested. My formula includes first-degree terms whereas the suggested one does not...
and your idea also would work in the version where you have to pay resources per turn, in fact it would pay to manage better your resources: it would cost the same amount of resource but a bunch less gold if you only use enough resource for 90 of 100 tanks for 10 turns than if you gave resource for the full 100 for 9 turns and no resource for the 10th.
which would make planning very important, and resource management a little too important
It is a good idea, but something I would rather avoid. I
do not like the idea of being forced to "manage" your resources. I like the same idea applying to resources as not applies to money: I know in theory where it is coming from, I know how to get more, but I don't have to pay attention to the cash-flow if it is okay. Same idea here. You would know where the resources come from and how to acquire more. If you have less units than resources, you needn't worry. When your units exceed the number (this would of course be shown in detail in trade-advisor or some other advisor) allowed, you would begin to lose money. This I know is easily fixed (either buy more resources or disband your units). I can also easily calculate that I can afford having 10 extra units. The advisor screen would also show the exact amount of extra money you are paying.
I would also dread the idea of having to somehow remember which turn some units would cost something and which not.
Those are good comments, though. I would like to hear some more comments on the matter
Originally posted by Chieftess
I had an idea like that back when Civ3 was being made. I was told that would be too much micromanagement. My idea was that for each turn, your cities could be allocated a certain number (tonage?) of resources.
i.e., iron would act like gpt, in that you get maybe 50 iron per turn. You have 2 cities that require 10 iron per turn for Swordsmen, using 20 ipt, but leave 30ipt elsewhere, which could be used to help rush something. (Units would have a resource per turn requirement to be built).
I would like to point out why this wouldn't cause micromanagement - not so much to answer you as to answer those who complain about the micromanagement. I agree that this sort of resource-handling could lead to micromanagement. Your idea seems good, but could indeed be a bit complex to actually use in the game. It is hard to say until playtesting if it would work.
In the system now things are as easy as they can be. You have a resource, you can build how many units you want to. You don't, you can't build any units. You can buy an infinite stack of resources from others and you can sell them if you have more than one. Simple, but has many flaws.
My system would works as this. You have a resource, but that resource is
not infinite. It can support a certain number of units. This would be a mere number, so it would not cause any trouble. You can also decide to sell SOME of the resource to others, or buy SOME more. The difference in trade would be that you didn't simply buy "oil", but perhaps "30 oil" - no different from gold. Okay then, this is easy.

It has actually produced NO micromanagement and no complexity whatsoever. You only need to keep an eye of the number of resources being used. An advisor could pop up and say: "Sire, Washington is building a tank, but our resources is low. Shall it build it anyway?" This way you needn't worry about that either - not more than of your money currently.
What would this fix?
It would fix the problem of No Oil. A real game breaker. If you have no oil, you should pay ridiculous amounts of money to get it - and you many not even be able to get it anyway. My system assumes that resources are more common, but they would not contain an infinite amount of the resource. This way it should be almost impossible to be left COMPLETELY without oil, but more common to have too little of it. This would allow a small army of, say, tanks created to invade more oil. It's pretty hard to invade rubber and oil with riflemen and knights!
The only part of this what could be called complex is the situation where you have too many units compared to your resources - either by simply building too many units or by loss of resources. The exact effects of this have been debated. Here are the thoughts presented about this:
(1) Your excess units would be randomly (?) disbanded - exactly as when exceeding your treasury.
(2) Your excess units (which of them?) would get penalties to their ADM.
(3) You could only move the allowed number of units each turn.
(4) You would pay extra for the units - representing smuggling and black market sales and other related things.
Now the first is too harsh. Losing your city for one turn and then recapturing it would mean that you excess units would have already been gone? The second is possible, but I wouldn't like it in my game: which units, how much? It is not out of question, though. Now the third would be too complex and would result in micromanagement, although perhaps being the most realistic of them all. I would go for the fourth. This would not cause any short-term catastrophies, so you could easily pay the extra during war, but would in the long run severely slow your economy. It would be easy to handle and would not bring any new concepts into the game.
Now I have argued (whether my arguments are sound or not) that everyone could grasp the simple idea of paying two gold instead of one in upkeep, and then three, and then four. It is countable, and understandable. The exact formula may look a bit hard, but that is not something a common player should worry about. The developers would think that as simple (Compare to the corruption calculations!) and modders should be able to understand the mechanics.
The more I think of it, two things become clearer and clearer: SOME change is needed and this suggestion is fully possible, if not the best.
@Judgement: Once again you astound me with your innovative thinking.

These sort of ideas are sorely needed - we don't want to bang our heads into the same wall all the time

Let me try to ask some questions about it...
Originally posted by judgement
Yeah, I'm afraid that all the ideas we're suggesting here, cool as they are, might be considered too complex/too much micromanagement.
Do you still think so, after all my ranting?
The issues with this suggestion (as I see them) are that (1) the only incentives to get a second tile of a resource is in case your first runs out or to deprive a rival of it, and (2) having a single tile is now significantly more powerful since you can trade it as many times as you want, presumably generating significantly more income, etc. To address those issues, simply make the following additional simple modification: the chance of a resource becoming "exhausted" is related to how many cities are using it, simulating the "finite-ness" of each resource source.
This idea has potential, I must admit. I am bit sceptic, though. This would of course assume that there aren't more resources than there are currently in the game, right? With more, this idea would have no significance as virtually all civs would have their resources. If less...well, perhaps less would even be tolerated if the probabilities are handled well and AI would indeed sell it (and NOT from outrageous sums).
1) You'd have an incentive to try to acquire more sources as your empire grows: getting a second source not only gives you a backup in case your first runs out, but it also decreases the chances that either source will run out, since each is now supplying only half your cities.
I'm with you mate!
2) To balance the greater benefit from a single tile, you'd have a disincentive to trade a resource to every other civ since each civ you traded it to would increase the number of cities using your tile, increasing its odds of becoming exhausted. You could trade something to a small civ for a relatively small amount in return, but if you're going to trade something to a big civ with lots of cities, make sure you get a lot in exchange, because you're significantly increasing the resource's odds of disappearing. You're better off not trading to too many other civs at once unless you have multiple sources yourself.
Here is your weak spot, in my opinion.

The probabilities would be impossible for mere mortals to handle. It would remain abstract. You would only be vaguely aware that selling it abroad would increase your risk of losing your resources, but you would certainly not understand the risks involved. Even mathematicians would have hard time trying to figure out if they should sell their only resource to a third civ or not, even if they could calculate the exact risks. This would of course increase tactics, but I think that you should always understand the rules and parameters that you play within to actually REALLY use tactics, and to really enjoy the game. That's the thing behind the popularity of games like chess: few rules, endless possibilities. Each move's effects are concrete and understandable. That's where MOO3 went awry, I think: atleast I had NO IDEA of the mechanics behind my economy - why it was soaring now when just a moments ago I was losing tons of gold per turn?
This change in probability should either be simply displayed somewhere or made simple enough for everybody to grasp - as I have tried to do with my resource-cost-model.
The beauty of this idea (as opposed to my other "stockpiling" idea, and many of the other cool ideas proposed here) is that it requires almost no change to the user interface, but resolves the logical inconsistency of the current system. The only interface change I see would be that on the screen where you're negotiating with a rival, next to the word "Cities" it should parenthetically add the number the civ has, allowing you to see at a glance how big their empire is without expanding the list and counting the entries. But that would be a very minor addition and useful anyway. And, of course, the same screen would not gray out resources if you only had one source, since they would still be tradeable in that case.
I agree with you on this. This would indeed not change the interface (not by much, anyway). But I think the same applies to my system, does it not?
One last thing, as I've suggested elsewhere: resources should not always reappear somewhere else on the same turn they disappear, instead, these two events should be governed by separate random numbers (with potentially different odds, so that the number of tiles of a resource could tend to increase or decrease throughout the game). This would be even more important with the proposed change to resource usage, because otherwise, a really big empire would worry less about exhausting their resources since chances are good they'd immediately reappear somewhere else within the empire anyway.
This is of course irrelevant to your system, and it is good that it is so, as I think it is a bad idea. Sorry.
For starters let me defend the current system: it makes it certain that at any given time there are always enough resources to go by. So the game wouldn't break because there was only one civ having oil.
Then why is your suggestion not good? Because it could cause a snowball effect. Let's say that all 5 resources of oil are being used by 7 civs globally. Now one disappears. This would mean that the remaining oils are subject to a bigger stress of running out too. This would either cause the remaining civs not to sell their oil to the civ left without the oil, or not. If not, then the probability of the remaining oils to disappear would become greater. Then if because of that the fourth oil would disappear, it would of course stress the remaining oils even more. This could cause an effect that would soon have all the oils gone, or simply that many civs would be left without - and in your system it would mean COMPLETELY without.
This would of course be rare, but possible anyhow. And because probabilities work in such a fashion, that it is very probable that something very improbable will happen quite often (like people winning in lottery, which is near impossible). So there would most certainly be many games ruined by missing resources. The current system totally eliminates this risk - even if it is less realistic.
Thank you for your great comments! As I mentioned earlier, I see this as a very important change in the game and it should be pondered most thoroughly. Please do keep the conversation going!
