More random ideas

sarcastinator

Chieftain
Joined
Apr 7, 2006
Messages
22
Since my first official dumb noob thread was swiftly executed for being unnecessary and stupid, I'm going to do all my rambling in one place from now on. I've got a lot of ideas I've been playing with, but I lack the skill, intelligence or opposable digits to program my way out of an electronic paper bag. I 'know' a smattering of python, in the academic sense, but that's it. So anyway, here are a few things I've been thinking of with varying degrees of seriousness, but couldn't find a good place to post, mostly because I'm too lazy to look very hard.


I. Tandem production. I've always found it fairly amusing that a city of millions can still only have 1 production project at a time. One of the good ideas I dug out of the smoldering wreck of MoO 3 was the seperation of military and infrastructure production. I think a city should have two production ques, and very large and advanced cities can earn even more. Production is allocated by percentage, with no more than 80 percent allowed to go to any one project. The hardest part of this would probably be making the city governor AI smart enough to use it - in my perfect game, micromanagement is infinitely possible, but minimally necessary. Maybe borrow another good but doomed idea from MoO 3; the Dev Plan, to direct the AI's choices without watching over their shoulder all day.

II. More realistic production. The 'sheilds from the countryside' theory of economics has irked me since civ I, and nothing has fully rectified that situation yet. I propose the following; 'hammers' of production are produced only in cities, by town-type improvements, and by energy-providing improvements and resources like wind/watermills and beasts of burden. Other sheild/hammer providers in the basic game (forests, mines etc.) provide "raw materials", which are basically a generic 'resource' above and beyond the strategic resources in the game. Hammers represent capacity, raw materials represent, well, raw materials. Actual production is calculated from the two values in a way that I haven't made up yet. :mischief: The result I want is a logarithmic-type curve so that having raw materials equal to production capacity results in actual production being equal to capacity, while oversupply gives diminishing returns and undersupply leads to ever-worsening consequences.

III. Various population issues. The simplistic population growth model, along with all the other simplistic models in the game, serves for newbie gamers, but makes a more in-depth realistic experience hard to come by. I propose that population growth should not depend on food directly. Abundance or shortages of food affects health and happiness, and these are the factors that determine population growth. Positive health increases population growth, while extremely bad health causes population loss. This part should be a simple plug-and-go matter of replacing 'food' in the pop growth algorithm with 'base number + health'. I would try 5 + health first, leaving the growth thresholds the same, and see how that works. Additionally, people move between connected cities based on distance, relative happiness, etc. Through some kind of mathemagic that I haven't thought of yet, this will spit out a number that gets subtracted from the crappy city's pop growth and added to the city everyone's moving to. There are obvious problems with this, but I'll worry about that later. I might even solve some of them by accident in all my willy-nilly changing stuff around.

As long as I'm on the subject of population, and of spinning ridiculous webs of fancy that will lead nowhere, here's a radical idea that's probably impossible. But if it's done in the SDK instead of python, it might be efficient enough for at least a few computers in existence to be able to run it. Here's the idea; instead of abstracting all the modifiers, why not make each and every pop point in your empire a concrete entity with values that influence how other things influence it. Some pop points are rich and some are poor. A given pop point has a certain religion and/or secular ideology (another thing I want added). Conquered or otherwise aquired pop points maintain a racial/ethnic identity even after being culturally assimilated. And so on. All these things would influence how different segments of your population "feel" about certain things. Even though this version is probably impossible, a more abstract approximation (ie X % of the population of Y is Z) should be doable.

IV. Multi-dimensional moral. Or as I prefer to call it, the Fear and Loathing system. Basically, I want there to be a tangible and meaningful difference between making my people happy, keeping them brainwashed, and having them cowering in fear of my iron fist. There need to be more things that keep my people happy, as well as a lot more things that make them unhappy, as well as the final option of subjugating the masses by military force. I haven't worked this idea out much at all, at least not with Civ 4. I had ideas based on Civ 3 before 4 came out, but that's not helping much now.

So currently, we have just Happiness and Unhappiness; the simplest possible version. Lets expand on that a little. There are a lot of things that are tied up together in happiness - genuine love of their situation, mere contentment, resignation, brainwashing, being intimidated into conformity, etc. On the other side, unhappiness includes (or should include) poverty, disenfranchisement, moral outrage, cultural tensions, etc. Such a wide range of concepts deserves more than two pigeonholes. Here's a basic plan that I'm pretty much pulling out of thin air as I go. The basic currency of keeping your people happy is Contentment. It is gained by a variety of means, and basically represents anything that makes life better and/or counteracts negative influences. Happiness is one step better, it represents the part of your population that loves your society and their place in it. It is opposed by Discontent, which comes from poverty, Civics choices, and anything else that people normally grumble about. Worse than discontent is Anger, which is what happens when the Buddhist pacifists find out that you nuked the Mahabodhi. This is what results in work stopages and worse. It is countered by Fear, which represents the use of force and intimidation to keep the people in line. Figuring out how to actually use these different values is too much brain-exercise for midnight on a weekday.

V. Riots, revolts and revolutions. After figuring out that having your most important city go into full shutdown because of one snot-nosed angry citizen wasn't very fun, the creators have decided to make the opposite mistake and make it impossible to piss your people off if you try. In conjuction with a new and improved moral system, I think we need to implement a revised system of anger and unrest. It will basically happen in stages; angry citizens will refuse to work, and slowly tax the economy of a city. Someone needs to figure out how to keep angry people from obstinately starving themselves to death without decreasing their impact, but that's another issue. As a city's % of angry citizens increases, the troublemakers will become bolder and cause more harm. Once a city passes a certain threshold, the angry people riot, sabotage and otherwise screw you over. Eventually, if anger isn't controlled one way or another, the city may go into full-blown revolt.

While we're at it, revolt needs to be overhauled anyway. I hate that a town with a population of 1 can just decide to throw out 3 tank divisions and join someone else's country, without being burned to the ground and rebuilt just to burn it again. In my opinion, the 'warning' revolt for culture flipping should be replaced with growing unhappiness and unrest. The revolt itself should require the population of the town to win a 'battle' of some kind with the occupying units. Revolts from unhappiness rather than culture-swapping could result in a new civ, or the city going barbarian, or something else entirely.

Since no one is going to read this much anyway, I'll quit here and come back after some caffeine.
 
I can't agree more (Yes, I really read it all! :D).

But I fear that inventing a feasible system based on your ideas will be immensely hard, though I've been thinking about such a system since Civ III.
 
When the SDK came out, I tried to Teach Myself C++ in one simple 72 hour lesson, and ended up injuring my brain. But now I'm back, to grace you with my inane rambling once more.

VI. New combat systems. There are already some smart people working on this from several different angles, and I like a lot of the things I see coming out. What I'd really like is for stacks of up to X number of units to move and fight together in a genuine combined-arms kind of way. While we're at it, maybe we should decree that a space can only hold a certain number of units (not counting certain ones, like spies, G.P., nukes, etc.). That would prevent the ludicrous stacks-of-doom that currently dominate the electronic battlefield. I also want to see more units, more unit abilities, more promotions, etc.

VII. New culture and border calculations. Some smart people are working on the culture problem too, so I'll just wait and see what they come up with. But I see a definite need for borders to be based on more than just culture.

VIII. More of everything. In particular, though, I think more civic options are needed. I have set myself a goal, which I will promptly forget all about, of coming up with 10 different categories and 10 choices in each. I'd also like to see a section of simple yes/no toggles that don't automatically limit your other options (I think some of the current options belong there anyway). The hard part will be coming up with benefits that are somewhat close to balanced and also have some remote logical connection to the civic in question.

It would also be cool to have more terrain options. At least one more elevation, so we can have normal 'Mountains' between the wimpy 'Hills' and Olympian 'Peaks'. Maybe another form of flat terrain, while we're at it. And two different levels of Forest and Jungle; Light and Dense. And more tile improvements, for all of them.

Here's a random "more" idea that I just thought of while I was writing this, so it's probably even worse than the rest. But I think that many (most?) of the National Wonders should have a World Wonder counterpart. Maybe some more N.W.s could be made based on W.W.s as well. Every country gets a Heroic Epic, but only one gets the Epic of Gilgamesh. Any schmuck can have a Military Academy, but only one can have West Point.

IX. Here's one that doesn't really have anything to do with actual gameplay. But how about getting rid of the pseudo-historical naming sceme? Randomly generated games could do with randomly generated civ names.

Basic idea; Civs belong to one of four basic "metacultures", each with its own methods for generating random names. If you want to make it more interesting, you could instead give each top-level metaculture a method for randomly generating a slightly different name-generation method for each civ. Maybe two different methods, one for place names and one for people; that way Great People could get names that made sense. It could also solve the problem of running out of names (Great Prophet was born in Bombay, again!).


That's enough for the moment. I'll be back shortly to waste more time.
 
Re: Point 2, I've posted here (thread about multiple commerce sliders) that there could be a possible use for a commerce slider that directs your wealth towards production.

In my mind (and I've now driven two abortive mods' creators nuts with this) the best thing to do with the yields concept is to move them up to almost totally abstract and then go back down to reality:

1. Food generates raw capacity (people).
2. Hammers generate multiplier capacity (buildings) or force projection (units).
3. Commerce generates new capacity (research) minus overhead (game-balance).

The next question becomes: Is this the model you want, or is there another model that you feel is more accurate?

The problem is that starting in the Industrial era, the model of city populations working the fields starts to lose relevancy. I think Civ4 figured out a brilliant way to model modernity -- namely, Towns -- but failed to correct the other problem, which is modern food logistics. But put that aside as I'm focusing on production here. The point is that commerce in our modern world is now perhaps far more important of a factor in our ability to "build" infrastructure or military than availability of raw materials.

Therefore, how to relegate #2 to a subservient role at the right point in time?

In the thread linked above I therefore proposed two commerce sliders (1 an adjustment of the OP's, the other a new one):

1. Military. Sliding this scale up will increase your military production speed and also troop XP. Sliding it down will decrease the speed and perhaps even cause XP loss.

2. Production. Sliding this scale up will increase your production; and v.v. on the way down.

Under this model, hammers is relegated to a "base" number that is multiplied by commerce and the dedication of commerce to a task. As with culture or science, each "tick" up on the slider is then multiplied by whatever buildings are there.

If the Industry slider becomes availabile sometime during the Industrial era, does this make more sense than "rushing" as a game mechanic?
 
btw re: civic choices, I'm going to the conclusion that you can have too much of a good thing. One of the beautiful things about the SMAC civics model was that they were an overlay on top of the actual civic mechanics, which created complexity by cross-effects rather than by complexity. No matter what the category of civic, the effects would always be on a very bounded set of course game mechanics -- Growth, Efficiency, Morale, etc. Using a grid of values rather than lots and lots of unique values makes it easier for the player to keep track of all the options. (Really, how many of the vanilla civics options do YOU ever use? Do you really want MORE?)
 
ive got a lot of posts on this,im really computer illiterate,im a chef for god sake so im not doing any programing,but ive had a lot of thoughts on unit building ,trade,production,not to big on population issues but i
know they are there,anyway look up waht ive written let me know what you think.
 
ok ive thoght about the population thing,here are my thoughts.if you go with the shield scheme that i have you put population caps on your cities by making it neccesary to have improvements like housing for population,i dont know what kind of imrovements these would bebut none the less if you dont have these improvements your population in that city doesnt grow instead it would go into a slush like all of the other shields and goes to what ever city can support that population ,including the civ next door,culture would be part of that in that if you have a ccity that has high culture and a lot of housing available, population will gravitate to that city.
I realy like the health idea,but i think we would need to add a lot more resorces.
 
a nother crazy idea,no settlers,instead if there are 10 population shields leftover at the end of your turn in the slush,it splits off to create a settler that you do not controle the AI uses that settler and puts a city in the closest available spot .it would be of your culture group but a seperate city it would have all the techs that you have and acces to all of the resorces provided its connected to your city bit the AI runs it and could even attack you with units out of the city.this would create the city /state that i have been so wanting..i dunno how to represent the same culture group maybee a gray city within your cultural border.
it would be up to you to bring it into the empire,culteraly,millitary,by civic(ceartan civics should have a positive affect on attracting cities to your empire.)
 
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