Brainstorming in gameplay mechanics. (Beware huge post of doom)

Djohaal

Chieftain
Joined
Oct 9, 2010
Messages
12
Disclaimer: I just came back to the real world after a marathon of conquering earth as the Egyptians in civV, sending a spaceship to Alpha Centauri and then nuking the believers capital with a planet buster as aki zeta-5

Premise: As always with any civilization version it is commonplace that some brave modder group goes into the edit universe room and flip civilization's data upside down, re-creating a brave new world. I want contribute to this process. So I'll toss in some topics to think about.
I'm tossing around several ideas to tinker about, however as the thread says, this is mostly a brainstorming, some ideas here might not be possible due to modding limitations.


1: Forget happiness. We are talking about control.

The happiness mechanic that civilization V implemented isn't very aptly named (a decision on firaxis's parts I suspect that was to avoid it being called a game with a socialist bias) but the point is, happiness as we know it is not present in civilization V. What we have is control. Social control to be exact. You as the king/emperor/pious/consul/etc build facilities to entertain the masses and keep the gears of your empire well oiled running. This is not necessarily bad and I'm not putting it here as something we must remove or give a different bias, but I think that a formalization of the concept would be nice.

Now to continue my discussion, here comes the big evil graph:

Huge image alert:
Spoiler :

graph1.png


Legend:
Red: Control/happiness
Green: Food/population growth drive
Purple: Urban population/specialists

These are arbitrary qualitative units.

This graph is by no means an adequate historical approach (it is also centered in the occidental world history) and it might even be incorrect in several spots. What I want to demonstrated here is an interesting mechanic which could be explored in civilization. I pointed out in the graph a few historical key points which I'll use to discuss the control/happiness mechanic.

The true "population" curve is an in-between the control and food production curves, but for clarity's sake I omitted it.

First we have the dawn of agriculture. This creates the beginning of a series of improvements in food production and the consolidation of civilization, to an extent that food production is more abundant than happiness/control. In this historical moment of the ancient/classical ages we have a particular spot which I noted that is pax romana. I put it there because the gladiator's rome is in some aspects emblematic of the gameplay dynamics that would occur at this age: Your food production would exceed your happiness/control production and you'd have to build public amenities (coliseums/theaters, etc) to keep people entertained.

On a second moment we move to the medieval ages. Here we have the opposite. People are kept contented by piety (eg, religion) and agriculture suffers somewhat a stagnation. I point out the great hunger as a notable event in this situation. There are polemics about it of course, but some historians affirm that the hunger/plague duet in the late middle ages was consequence of a Malthusian crisis. The point here is the opposite of the classical era. You'd have a surplus of happiness/control while food production would be your limitant to population growth. Perhaps random events here could lower food productivity and trigger famine.

Moving on to renaissance things even out, the great dynamics here would be in the cultural/scientific spheres which I intend to discuss later.

On the industrial age we have another gap, control is weaker than food production and population. Here we'd have the instabilities of the 1800's, although of course it is questionable if lack of mass control was at works here, since the fall of the ancien regime was a bourgeoisie (sp?) movement. Greater things such as the shift of the economical focus were at work here. The point though is that at this moment in the game once more there'll be instabilities with a surplus of food.

Onwards to the modern era there's a steep slope in food production, the green revolution.

Summing up this short and shallow mash-up of historical moments and proposed gameplay dynamics is that food production and happiness systems would be reworked to allow the emergence of such different dynamics at different ages instead of an always-happy-tiny-empire or always-unhappy-huge-empire.

New mechanics for happiness/control should be implemented such as inquisition, police forces, more practical police state, more mass spectacles, medicine, etc.

This brings forth another aspect which should be modified. When you expand civ's happiness concept into social control and not just plain happiness, having high happiness/control doesn't necessarily mean more golden ages. The soviet union can be said to have scored a very high happiness/control factor, but they can't be said to have experienced a golden age...

This should be reworked, perhaps by having golden ages bound to culture and great people instead.


Specialization


Another important aspect is how specialists are currently handled. So far I must admit I found them worthless most of the time. Most of my cities have tiles that are more productive than engineers, and so on.

This new approach would give the game (specially late game) a much greater focus on specialists, as they would represent the urban population working and producing resources and knowledge. The purple graph curve represents well what would be the ideal situation. As society evolves there would be a dramatic shift from rural population to urban population.
This would be implemented through a complex combination of adjustments in tile and specialist productivity, costs, new specialist types and so on. For instance, on the industrial age, factories would open up several slots for worker specialists, while in renaissance you'd have a boom of artist and philosopher specialists. With the Enlightenment scientists would show up, so on. What I picture for late and very late game is huge cities (and I really mean HUGE) where all the countryside is worked by a minority of workers which would sustain a very large population of specialists which in turn would be the economic, productive and scientific motors of civilizations.

An interesting offshoot of this is that after the industrial revolution specially, factory structure would be more important than base tiles to have productive cities. This reflects well some aspects of the industrial revolution (apart from coal we can't really say England had lots of base tile productivity, no? :crazyeye: )

New strategic resources to represent variables

An image is worth a thousand words, so:

Spoiler :
resourceo.png


With the industrial age and discovery of electricity you'd have a new and vital resource. Electricity would be both abundant and required for pretty much any crap after it is discovered. Factories would use it, commerce, science, everything, but it'd also be abundant (say, a coal plant could consume 1 coal and produce 5 energy?)
This would add a middle term "currency" in which to divert your industrial might focus. Do you want to please the masses, produce an army to conquer the world, discover new wonders. Or all of the above?

More "middle term" resources could be added, such as steel (an use for iron after the industrial revolution), refined oil, plastics, etc to power your economy. This would add a much better dynamics compared to what we had in Civ III and IV mods (I recall some mods added refineries for producing refined oil, but one refinery was enough for your whole civilization, that was weird)

Ecology would show up somewhere when ecological impacts also happen (perhaps as early as middle ages). Let's say that once it shows up you'd get a basal pool of it (30 ecology points for instance?) and different stuff such as polluting power plants, huge populations, etc, would add and reduce points to the eco-o-meter. Lower ecology could make random negative events more likely, cause unrest, and perhaps even global warming (we could possibly implement that I think). Higher ecology could make potentially beneficial bonuses such as diplomatic (where's lady Deidre? :lol:), less unrest (or more happiness/control), and of course, mind worms.
One aspect with using ecology as a resource is that I don't know if resources can be set as non-tradeable. Buying ecology from the medieval civ next door would be plain weird (carbon credits anyone? :lol: )

Other "thermometer" resources could also be implemented (perhaps healthcare?)

While I'm at the topic, I'd also like to mention that it'd be interesting if we got salt flats and lithium as an important resource. Most economists agree nowadays that lithium is going to become a vital resource.

Random events

This is something that I specially miss from alpha centauri. It seems though (but I'm not sure) that we might be able to implement some interesting stuff. Why not droughts covering areas and turning grasslands into plains, or weather pattern shifts turning plains into grasslands. Deserts expanding, and even overmined hills eroding into grasslands. This could be controlled by the ecology "thermometer" mentioned above.
Smaller scale events could also be added as discovery of new resources, cows migrating away, the odd nobility from the other civ getting murdered, etc.


Macro engineering

This is an aspect that would wait for late game, but which I also missed from alpha centauri. The relation which the player (humans) had with their environment in alpha centauri was quite more dynamic and interactive. What I propose is that on late (and early too) game engineering projects of greater scope become available in the form of tile improvements, city buildings and whatnot.

A good start would be the ability of harnessing the sea's potential. I'm talking about kelp farms, salt factories, after some time underwater habitations (would provide income) and with time, full fledged cities placed on ocean tiles, much akin to how stuff worked in alpha centauri. Not enough land? Build on sea!

Another idea would be the super improvements alpha centauri had (echelon mirrors, boreholes, condensers). Condensers could make the surrounding tiles turn into grassland for instance, while boreholes would dry grassland into plains and plains into desert. The limiting factor of such macro-engineering improvements of course is if the modding API allows us to change terrain types. I know trees can be made to grow randomly.

The limit on future engineering would be the sky anyway, and I don't intend on losing much time on it, but there also are macro projects for non-high tech eras too.
To mention some, first I mention land reclaiming much akin to what Holland did. perhaps if a sea or lake tile has at least 5 surrounding tiles made of dry land, work boats (or workers at sea) could start a large project to reclaim that tile to land.
Another project would be water channels. They'd start at rivers/lakes and provide water to their tile (perhaps using the road geometry code but with a different texture? IDK if the game supports intersecting "road" geometries though) but at a high maintenance cost and build time, but it'd offer an exit to civs located in deserts or otherwise unremarkable lands.


"Philosophical" techs

Something that bothers me a little in most civ iterations is that the tech tree is essentially pragmatic. We could fill in the gap with major philosophical/sociological/etc techs which would add diffuse modifiers to civilization abilities instead of improvements, with the purpose of directing the mechanics I mentioned above. Scientific method (not scientific THEORY) would make medieval and renaissance "philosophers" obsolete and bring in scientists for instance. We could also represent the dawn of several important ways of thinking such as platonic philosophy, modern existentialism, the medical schools (ancient, medieval, biological, evidence based) and such. Perhaps even branch out some of these as "dead end" techs on the tree which would add bonuses and penalties, becoming optional. By not having specific buildings and units bound to such buffer techs would help the mass obsolescence that occurs with fast technological development, and also allow implementation of the hapiness-food dynamics I mentioned above.

Nanotech age, space age, !?!?!! age, and other crap

Bah I think I already did a text wall of doom big enough for tonight. I'll leave that for another post. But I do have some a many ideas. :)

I do intend on getting the SDK and sniffing around a bit, while I'm more an art guy, I think I could do some quick prototypes of the electricity resource for instance.
 
:eek:

well tbh the first graph got me as all is well if all three lines get close, but then the second img with the arrows just justified the first move to skim fast. nevertheless, very true :goodjob:
 
One point absolutely agreed upon - the need for stronger specialists. I have plans for a mod that will add multiple 'generations' of specialist, as per SMAC, and more modern buildings support the later generations of specialists. This is all part of a mod group I plan for expanding modern/near-future, so it fits well. Just currently hung up on making strategic resources more modular in modding...
 
Space age: Satellites, satellites, satellites.

The "space age" per se would be intertwined with the nanotech age (perhaps just future age will do the job as a placeholder at the moment) and it would bring on several interesting mechanics.

First let's talk about satellites. They would be constructible at cities with aerospace complexes, and a civ could build several of them much akin to how Alpha Centauri did. The big difference would be that their usefulness would vary according to the current spaceflight technologies.

First we'd have the primitive spaceflight era (our current era), most satellites would be fire-and-forget (or would it be construct-and-forget) game entities which would provide diverse bonuses to the player.

The most obvious would be communication satellites, they would provide an increase in trade income (something humble, say, 5%) and have a maintenance cost, so larger empires with sprawling trade networks would benefit more from them than smaller empires (if you are too small the satellites could be more expensive on upkeep than the income they provide).

Another satellite kind would be the spy satellite. It would enable a new UI button perhaps which would allow you to pick a tile for them to peep at, revealing that tile and all six nearby tiles. The point is the more satellites you have the tiles you can reveal. They could also be redirected to other targets as the player sees fit. Implementing this sounds quite tricky in fact, it depends on how much we can do with LUA coding, but at a last resort I think some improvisation could be made with invisible-dummy-units-that-are-deployed-and-can't-be-attacked.

A third kind of satellite would be the space telescope satellite. Each would add a science bonus to earthbound telescopes and possibly research labs. Again the maintenance costs would probably make too many of them unfeasible.

The wonder of this age would probably be the international space station, providing a hefty research bonus.

Perhaps for all such satellites an escalating maintenance cost (eg, one satellites costs 1 maintenance, two satellites cost 2, three satellites cost 4, so on) could be used to avoid game-breaking satellite spam. Another possibility would be capping their bonus at city size (again what Alpha Centauri did).

The advanced space flight era would come with nanotechnology improvements, and it would add a new host of possibilities for space engineering.

The starting point for this new era would be a technology that enables the construction of a very expensive improvement space elevator. As a base bonus it'd greatly decrease costs of building the traditional satellites (but not the maintenance), but most importantly it'd allow the player to construct their civilization's orbital complex.

The orbital complex would be a group of new orbital facilities which would have a host of functions, many of them tied to the city that holds the space elevator (thus making such cities prime strategical targets). To name a few possibilities:

Orbital habitats: Would give the civilization "orbital support" which would be spent on other orbital facilities. Would be repeat-buildable so a space elevator city could stock on multiple of them.

Orbital labs, factories, farms: Self explanatory. Would give the city bonuses in research, manufacturing and food production. Perhaps could be capped at one per city with space elevator for balance's sake. Perhaps not...

Orbital transit networks would be another idea; they would allow units to spend a turn to teleport between cities. Would be a little pointless on continents, but for islands or different continents could be a handy trick.

Orbital military facilities would come in two flavors, both being national wonders for balance's sake. Orbital hangars would allow orbital-drop able units stationed at the city which has them to drop anywhere in the map, a very powerful ability. They could also provide support for orbital aeronautic corps (special fighters with planet-wide reach perhaps?).

The orbital cannon would also be a national wonder and it would give the player a one-per-turn powerful and clean tactical bombard power, on the best GDI style. This would be relatively viable to do with what we already have in-game (a dummy unit with unlimited bombard range?) but would of course be better if it added a big red button in the UI. :lol:

I can think of several modding shortcuts that could be made to allow many of these ideas I tossed around, but I wonder if civ V could support a fully new code structure for holding these orbital facilities. Alpha Centauri had a proper environment for management of orbital facilities which allowed for some interesting orbital warfare...

Beyond that we could also add colonization of mars, the moon and etc. But I'll leave that to another post. :p

MAD: this is madness.

Re-creating the period of cold war would be interesting if nuclear weapons gained more relevance than they currently do. Here are some ideas to toss around:

Cheaper nukes: Nuclear arsenal wouldn't be very expensive, so after the proper research a civ could arm itself relatively quickly. The point here is so empires could have hefty nuclear arsenals, and not just one or two nukes.

More interesting uranium alternatives: To counterbalance the nuclear arsenal cheapness, non-WMD usages to uranium would be made more interesting. Nuclear plants could provide lots of energy at little ecological impact. Perhaps more conventional military units that use uranium as a strategic resource. Usage on special research labs too?

ICBMs: Nuclear missiles seem to be the counterpart of the tactical missiles of old civ, and we don't have ICBMs, bring them back for even tastier nuclear holocaust.

Terrorism: Perhaps? I recall having absurd amounts of fun in civ III by sending my spies on enemy lands and planting nukes. :lol: Sadly firaxis removed spies as of vanilla civ V, and implementing them might not be easily viable. Terrorist abuse would be a problem though and potentially game-breaking.

SDI: The end of terror. SDI would become available only as late-game technology so there would be a good while where nuclear weapons have high destructive potential, but the possibility of an all-out nuclear war would keep them at bay. :) Players would be able to deploy up to 3 SDI satellites providing a total of 75% protection against ICBMs. Nuclear bombs and missiles would be subject to traditional interception so SDI would not be so relevant to them.

More WMD: Perhaps other weapons of mass destruction could be implemented on late game. Engineered viruses, chemical warfare, gray gloop, you name it...

Global warming (and cooling), weather

Something that would be quite cool if implemented would be changes on large scale weather patterns and global warming. Weather changes would be random events where a large area would get dryer or wetter (possibly colder too?). The big issue with this is that I don't know if we can change terrain types on the fly via modding, and how would the game know which tiles were changed so it can flip them back after the random event passed. A mechanic I think would be possible is adding dummy terrain types (neo-plains being dryer grasslands or wetter deserts, neo-grasslands being wetter plains, so on) so the game knows it has to flip them back to their correct kind after the event passes. Gameplay wise such terrain would be the same as traditional terrain for production values.

Global warming would be result of wanton ecological disruption which would trigger a global warming meter much akin to the golden age/culture breakthrough meter. This meter would be filled with the negative or positive eco impact of all civilizations, and players would have to act quickly (30-40 turns) to either slowdown and halt the meter (or make it go down) or prepare their cities for submersion. When global warming strikes, all non-hills or mountains tiles near the sea would be turned into sea, the icecaps would shrink, plains and deserts would grow and cities that don't have a proper "dome" or something building would be destroyed if submerged. Conversely a mega project could be made with advanced space tech to launch solar shades (or perhaps a UN decision if we can add a UN council) which would do the opposite and lower the sea levels. One potential issue with this whole thing is submerging strategical resources/luxuries, managing coastal improvements on cities that no longer are coastal and etc.

Oh well enough text wall. :lol:
 
Back
Top Bottom