New economic system

dmm1285

Chieftain
Joined
Oct 5, 2002
Messages
14
I was going to post this in the resource thread originally, but it got really long. I figured that I should make another thread)

I didn't read the whole thread, but I'd like to see the whole resource system be completely overhauled, the current system doesn't reflect the real world.

Food - One of the strangest things about the Civ/SMAC system is that more food makes more people. All we have to do is look at the population growth of Sweden vs. China to know that is a flawed a way to think. Instead, I'd like to see population growth be determined entirely by the Social engineering table. Now, a surplus of food would give a boost to happiness, more in tune with the real world.

1000 unhappy people can gruel
100 content people can eat rice
1 happy person can eat a burger

I'd also like to see food distribution (as well as education distribution) be determined by Social Engineering. If you were running Planned, you might have 4 content citizens, while in Free Market you may have 1 talent and 3 drones. Yet another SE choice could allow you to distribute food any way you want through your faction (crawler movement of resources without the micromanagement).

Production - Production in Civ also very unlike the real world. Two of the most productive countries on the planet (Japan and Tawian) have almost no natural resources to speak of. Instead, I'd like to see production achievable in only one way: citizens working in the base (not on a tile).

I think the generic mines on every rocky tile should be gone. Instead, I'd like to see a model of natural resources like tungsten and copper can be mined, but would give no innate hammers. Instead, they would provide a bonus to production for units and buildings requiring the resouce similar to how marble works for the Oracle (and other wonders) in Civ 4.

Speaking of Taiwan, one of the ways I'd like to see production turned into money and happiness is consumer goods luxury resources instead of some more esoteric fungal resources mentioned earlier in the thread.

Energy - For the most part I like the current energy model, but I'd like to see a few things added. For example, I'd like to see more power plants based on the natural resources available. Here is some quick ideas:

Solar: Now would not give more energy the higher it went, instead give a +1 or 2 everywhere. Takes less turns to set up with silicone natural resource.

Wind : Wind would give 0 energy at sea level, +1 every thousand feet. Bonus +1 for every +4 with graphite natural resource.

Fossil fuel: can only be built on fossil fuel strategic resouse. Give +5 or 6 energy as well as a large increase in polution. Would consume the resource (Both in that the plant would eventually consume the resource after 100 turns or so, and that the resouce could not be used to build other things faster while being used for power.)

Fission plant: similar to fossil fuels, may be redudant

Geothermal: similar to solar (but different :confused: )

Fusion : base facility, would make all other power obselete.

In this implementation, power does not directly translate to wealth. Instead, each base facility requires a certain amount of energy. If you have an excess of power. To simplify things, all power in one on contiguous territory would be shared through all bases similar to food distribution. Any excess of power would not help.

This is getting a little long and off the origingal topic, but let me keep these ideas going.

Base facilities would now require two resources: energy and citizens. So now, our new network node may look look this:

+2 lab points
+50% lab points this base
requires 3 energy
requires 2 citizens to run

This would discourage spamming every facility for the hell of it, and instead just ones you will actually allocate your population to. As I mentioned before, under my model, the only way to generate production (hammers) is for a citizen to be in a base. A citizen that is not being used by a facility may generate 1 hammer/ turn. However, our new robotic assembly plant may look like this:

+2 hammers per citizen working
requires 10 energy
requires minimum 5 citizens

No more building the fusion lab, then the quantum lab, then the singularity lab, then the blah blah blah lab that just add +50% each time. Here is one more example of a new base facility

Toy factory
generates 1 credit per citizen working
requires 5 energy
requires minimum of 2 citizens

Education (in place of the psych slider)

I see two different economies in my ideal new version, the citzen economy and the talent economy. In a citizen economy, most people have blue collar jobs working at the base facilities and do not require a huge amount of education. However, a regular citizen could not be turned into a specialist, only a talent could. A citizen would turn into a talent using a model similar to the great people model. Here is an example:

+4 eduction (education, labs, etc. would all be wealth, I'm just using those terms for easier reading right now) for base A (talent bar 0/20)

5 turns later: A citizen in base A has become more educated and turned into a talent!

Now, base A has one talent (each talent consumes 2 education per turn) If you were to cut back education to 2 a turn for base A, no new talents would form. If you were to cut funding completely, the talent would turn back into a citizen 10 turns later.

I would not make this a linear model like the current GPP work, but instead use a constant number each time ( maybe this number could be affected by a SE value?). You likely would not ever want your entire base to be talents, as some base facilities need to be worked. On the other hand, unless you are playing as maybe Yang, some talents would definitely be useful. Talents could also require more happiness than a normal citizen.


That's all the ideas I have for now, I'd be shocked if anyone read this whole thing.:lol:
 
Sounds hard to program.
Not exactly hard, but it will take some time.

Food - One of the strangest things about the Civ/SMAC system is that more food makes more people. All we have to do is look at the population growth of Sweden vs. China to know that is a flawed a way to think. Instead, I'd like to see population growth be determined entirely by the Social engineering table. Now, a surplus of food would give a boost to happiness, more in tune with the real world.
Do some research about the real world before saying something like that. Even now it's limited by food in many parts of the world, including China.

Production - Production in Civ also very unlike the real world. Two of the most productive countries on the planet (Japan and Tawian) have almost no natural resources to speak of. Instead, I'd like to see production achievable in only one way: citizens working in the base (not on a tile).
I'm not sure what do you mean by "productive", but in absolute numbers it's either China or USA right now, depending on what are you thinking about.

Base facilities would now require two resources: energy and citizens. So now, our new network node may look look this:

+2 lab points
+50% lab points this base
requires 3 energy
requires 2 citizens to run

This would discourage spamming every facility for the hell of it, and instead just ones you will actually allocate your population to. As I mentioned before, under my model, the only way to generate production (hammers) is for a citizen to be in a base. A citizen that is not being used by a facility may generate 1 hammer/ turn. However, our new robotic assembly plant may look like this:

+2 hammers per citizen working
requires 10 energy
requires minimum 5 citizens
Hmm not a bad idea considering production. However, what about new cities? They have no production and they need production so to make buildings that can provide production. Well, i guess we may say that every city starts with some basic factory. Also, it will probably reqire a lot of micro so to move citizens between all these buildings.

No more building the fusion lab, then the quantum lab, then the singularity lab, then the blah blah blah lab that just add +50% each time. Here is one more example of a new base facility

Toy factory
generates 1 credit per citizen working
requires 5 energy
requires minimum of 2 citizens
However, you'll probably have new factories later in the tech tree, so you'll need old buildings with the new ones right?
And i don't like things like toy factories. I don't think you can really sell a lot of toys to 1/7th of the survivors of the spaceship crash landing.

Education (in place of the psych slider)

I see two different economies in my ideal new version, the citzen economy and the talent economy. In a citizen economy, most people have blue collar jobs working at the base facilities and do not require a huge amount of education. However, a regular citizen could not be turned into a specialist, only a talent could. A citizen would turn into a talent using a model similar to the great people model. Here is an example:

+4 eduction (education, labs, etc. would all be wealth, I'm just using those terms for easier reading right now) for base A (talent bar 0/20)

5 turns later: A citizen in base A has become more educated and turned into a talent!

Now, base A has one talent (each talent consumes 2 education per turn) If you were to cut back education to 2 a turn for base A, no new talents would form. If you were to cut funding completely, the talent would turn back into a citizen 10 turns later.

I would not make this a linear model like the current GPP work, but instead use a constant number each time ( maybe this number could be affected by a SE value?). You likely would not ever want your entire base to be talents, as some base facilities need to be worked. On the other hand, unless you are playing as maybe Yang, some talents would definitely be useful. Talents could also require more happiness than a normal citizen.
And what these talents do? They have a better resource output, like in Colonization? Or something else?
Also, what about micro requirments? Well, i guess with a good enough governor AI it may work automatically.

That's all the ideas I have for now, I'd be shocked if anyone read this whole thing.:lol:
Interesting ideas but you should worry less about realism (it's a common beginner designer's mistake) and think about making the game more fun to play. Realism is not equal to fun to most players.
So, think about how a player will interact with this system, which decisions he'll make during the game. Ideas themselves look interesting enough but since ideas are new i find it hard to imagine how that thing will work overall.
 
Do some research about the real world before saying something like that. Even now it's limited by food in many parts of the world, including China.

Plus we're talking sci fi. You could explain away food production = population size by increased birth control possibilities and planning by the state (how else explain Planned having an influence on Growth?) or by most babies being grown in exowombs.
 
Just to note down an idea while I still have it:

Use the great people system for talents. Generate only talents, they can be used for whatever, a boost to research, settled for +happy and other positive effects [these could vary with civics? The +1 hammer code for priests applied to these 'Great People' talents], rather than Civ4's system of one for each type of specialist.

I'm not sure if this could be coded, but make it so each base's talent generation is independent, more frequent than Great People, and each base only accept settlements from its own talents. So maybe make the talent unit 0 move?
 
What is the reason for this suggestion?

First impression though... wouldn't it take away everything which makes the Great People system special? :confused: Personally what I find fun about great people is exactly that you need to make certain specific investments (with resulting synergies) to get certain specialists and after a while their great people. Also something unique about great people is that you need to make a big investment, but in return get a big reward.

By making some general Talent able to perform all typical great people functions, and by making them much more frequent, wouldn't gathering GPP become just the same gameplay-style-wise as gathering minerals or energy is?
 
:agree: you hit the nail on the head, Maniac.
 
Yeah, I was just thinking it might be fun to have it a bit different. But I see what you mean by the investment idea.

It's just, how are we going to name these great people? Random list, or leave them generic?

I've only read the journey story, are there any characters from the book which would qualify?
 
I think I read on these forums somewhere that many of the Great People might be named after certain figures in some of the more well-known sources of fiction toward the game, like Centauri Dawn. Not that I'd know if that'd work... I never got those books.

Some of the most obvious choices I could think of for Great People names (as long as they aren't the only ones listed) are practically everyone mentioned in SMAC/X itself other than Planet, the faction leaders, and people mentioned in the datalinks. Like Bad'l Ron, Dr. Gayle Nambala, and Baron Klim. And maybe all the empathi and doctors associated with each of the factions.

Adding names of veteran SMAC players would work well, too. At least if they don't mind.
 
My economic riff idea:

Food is Biomass. Biomass is first consumed at the city, then (at a loss) placed into the colony's biomass pool.

Cities that need more biomass consume from this pool.

If there is a Biomass shortfall, your tech level determines the amount of energy that is burnt to generate the Biomass. To start with, this is very inefficient (10:1), and as the game progresses it gets better.

The main limitiing size of the population on Planet is life support -- health. If you accumulate enough surplus life support, your city grows.

Running short of biomass you cannot replace from the empire's pool has a huge health and happiness penalty -- people aren't healthy when they are starving, and they aren't happy when they are starving.

Terraforming actions require biomass to do (like spending cash).

As technology gets better, biomass gets easier and easier to produce. Both the ratio to use the bioreactor and turn energy into biomass gets better, and the improvements and tiles that produce biomass get easier. Health also improves to a certain degree, but not as much.

The AC model of splitting Energy and Science never made sense to me. Science might require energy, but most of it would just require scientists.

For some fun, the relative value of various goods should change over time. Energy could start out in abundance, with biomass being crucial. As biomass gets easier and easier to produce, energy becomes the limiting factor. Finally, as technologies make Energy cheaper and cheaper, the limiting factor becomes motivating your citizenry (happiness/culture).

With that model...

It isn't that Energy is useless in the early game, it is just that it is dirt common. Getting the Biomass and Health required to feed your populance is the hard part.

When the Biomass shortage goes away, and Health limits slack off, the supply of Energy to power industry and science doesn't keep up with other demands. Your ability to expand, research and tech is now bounded by it, and Biomass becomes a surplus resource.

Technologies then are developed that make energy easier to produce, eventually outpacing the demand for it (this means "pure" energy-rushing has to be out). What was initially a cheap requirement of Culture, which was always required to motivate your specialists, now becomes the limiting factor for your civilization to continue to grow.

And then you transcend.
 
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