Redistribution System

lemmy101

Emperor
Joined
Apr 10, 2006
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IndieRevolutions is an in-development mod pack containing BUG, Mastery Victory and RevolutionMP, along with some additional game mechanics that we think complement the game and allow for more varying strategies within Civ. The first release is very close to release, just need one civic icon and a bit more testing and I'll release.

One new concept is Redistribution, which allows you to control, with Civics, redistribution of resources (mainly food) between cities connected to your capital. The civic options are as follows:

Municipality - Default starting civic. Everything works as normal, each city governer (or the player) is responsible for managing their own food / production yields and they are purely local to the city.

Plutocracy - Food is distributed between cities connected to the capital based on commerce. Each city will claim a percentage of the total surplus based on that city's percentage of the total commerce within those cities. Rich cities will get an abundance of food, leaving small and poor cities stagnant as they ruthlessly take any surpluses from them.

Humanitarian - In the event of starvation at any city connected to the capital, food will automatically be transported from other connected cities with surplus food, to take it from starvation to stagnant.

Subsidization - Food is redistributed between any cities connected to the capital, firstly to get rid of any starvation and then the rest is handed out giving the smallest cities priority. Cities with over average size get no surplus food, and ones below get inversely proportionate to their size. As such, over time this helps to even out the cities sizes across your empire.

Socialism - Food is redistributed between any cities connected to the capital, firstly to get rid of any starvation and then the rest is split up evenly so each city has an equal growth.

Utopianism - Similar to Socialism, but as well as food all the base production yield from tiles and specialists within the connected cities will be pooled and distributed evenly. This is pre-forge and other multipliers, so cities will need to build a forge etc to multiply the production they are getting given from others.

Here are the civics in game with other current civic effects (work in progress, thoughts welcome) please ignore the lack of icons yet ;):

redist.jpg


A screen cap of two cities under Utopianism connected by a road, both netting 9 food surplus and 16 hammers a turn:

civ1.jpg

civ2.jpg


The potential for running a specialist economy where the specialists can easily move from city to city. Providing additional food to a city surrounded by towns on plain tiles. New super city specialisation where you could have a city with nothing but mines exporting its production and a city with nothing but farms feeding that mining city. It's all automatic so just by taking citizens off tiles you will automatically pull in food / hammers from other cities to balance it out (depending on civic) giving a lot of flexibility to your civ.

But also a lot of dangers, such as over-growing cities beyond their food production capabilities making it difficult to change from the civic, or stagnating border cities, or diffusing your production too much. Though I could definitely do with some suggestions for more things to make choosing between the civics (or whether to use them at all) a real quandary.

Also, when using a civic which allows distribution of production or food, you can then give food / production aid to other Civs in trade!

civ4.jpg

civ3.jpg


We now have fully working immigration / emigration system what works as follows:

When a city grows unhappy or unhealthy, you're losing a war badly, or you're too whip-happy, there is a base chance per turn that effected population will consider emigrating. If this happens, you will receive a pop-up warning you and giving you the reasons, and you have an indeterminate amount of turns to address the problem before they go, if you manage this, they will abandon the move, if not, then they'll move from your city. It could be anywhere from 1 population to half a cities population (but this would have to be super severe, I've never even seen close in tests)

They will then choose a city to move to, that's weighted on a ton of factors from happiness, healthiness, target civ's wars, civics, culture, distance, and lots of other stuff.

If the city they choose is in your own civ then they'll simply relocate there, but chances are it'll be elsewhere in the world.

When they go, however, there is a chance that they will spread any religions that are in the city they leave (more likely for state religion) and also, they will add some culture of your civ to the city they move to. By the end of the game most successful cities will likely be multicultural, containing a minority of most civs in the game.

So there are positives and negatives for both immigration and emigration, if you are badly losing a war you may see lots of your population flee to neighbouring civs at peace as refugees. On the plus side, they will likely spread culture and religion a fair bit for you.

The new civic category, Borders, allow for different strategies for capitalising on the positives, and defence against the down sides.

Border patrols
- Default

Controlled borders
-50% Immigration to Civ
+10% Great People
+10% Commerce in all cities
-10% Culture in all cities

Useful if you want to avoid the majority of culture / religion spread from immigrants, but still want your people to emigrate to spread culture / religion to other cities. You have a culture penalty though since less people are coming in and spicing things up.

Isolationism
No multi-turn trade agreements possible with other civs
No international trade routes
+100% espionage
-10% culture
No foreign religion spread into lands
+3 happy citizens in biggest cities
-10% science
No emmigration from civ
No immigration to civ

For the North Korea style of play. Gives a huge espionage bonus at the cost of science (from lack of collaboration in the scientific community) and culture (considering in espionage games espionage goes to culture) as well as no trade routes possible, and completely halts all immigration and emigration to and from your civ. Happiness due to ease of propaganda, and while it doesn't stop religion spread inside your civ, will stop all religion entering your borders.

Freedom of travel

Any rival civs can enter lands freely without Open Borders.
+10% science
+10% commerce
+20% culture
+2 trade routes per city
x2 foreign religion spread
x2 immigration to civ
x2 emmigration from civ
0.5 unhappiness for each immigrant in city

the bonuses to science, commerce and culture from having truly open borders, as well as potential problems from increased immigration/emigration are balanced by 1 unhappiness for each 2 immigrants in your cities.

re: Wonders

The Sphinx has been added (taken from the awesome Thomas' War) with a new effect, which gives the civ all the Redistribution civics for controlling food / production distribution in your civ.

The Great Wall has been made the same hammers as the Pyramids and Sphinx, and now also provides all the Borders civics.

Specific values are still WIP, this still probably isn't terribly balanced, but any feedback would be much appreciated!
 
sounds really good. You already have some of this completed? Is it in python or the sdk?
 
Thanks! :)

Yeah all the core civics main functionality works (gfx above) but only one of them tied into research, no help, icons or additional civic effects beyond the main distribution. I've already modified the BUG City Screen with the new food / hammer stuff and (soon) will be editing the BULL overlays to match.

It's SDK + Python, as of yet untested for OOS errors in MP but can't see any possible issues...

When I do release will post the altered SDK with comments so someone could merge them into another mod if they so desired. :D
 
Grrrrrrrr......

Just spent hours getting it so Civs with these civics set could trade surplus hammers and food. Finally got around to adding it to the diplomacy trade window and discover the bloody thing's not in the SDK. :(

Can add single items but Gold (with the +/- dialog to set amount) is treated as a special case in the game code. Balls. :(
 
trading surplus yields would be nice, but honestly that would be kinda counter-intuitive and could be easily abused. Hey AI, let me buy 20 hammers per turn so I can crank out an army even faster, then kill you and take my money back!

It would be just fine without the trading options ;)
 
:D

Well let's just say the AI will likely value hammers / food VERY highly.

I've come up with an alternate system anyway, which works pretty well IMO.

Basically you trade for 'Food Aid' or 'Production Aid' and by agreeing you will then have a slider on your main HUD for 10 turns that goes between 10% - 100%. At best you're unlikely to get more than 10% of surplus from the AI and you'll probably have to bend over backward for that. Would be useful in team games though.

More likely it'll be a useful way of playing the diplomatic game, and gaining friends in the AI by offering it yourself, or forcing it for peace terms perhaps.

will make sure it's configurable / disableable anyway...
 
Sounds cool, I can imagine some nifty strategies that could be used! ;)

As for suggestions:
1) utopianism --> perhaps needs needs railroad and refrigeration?

2) greedy lords --> maybe called Plutocracy? Perhaps not an entirely accurate description, but it does convey the sense that the wealthy gain at the expense of the poor. As a downside to this system, perhaps stagnant cities are more likely to riot and/or decrease hammers?

3) socialism --> all cities that are affected by this system decrease hammers

4) welfare state--> cities giving surplus food must also give commerce to the stagnant cities. So, not only will your biggest cities decrease growth, they'll also generate less wealth since they're losing gold before multipliers are added

Some general ideas. I don't know about the nitty-gritty details!
Looking forward to seeing more! :D
 
This seems interesting, but it sounds like it will decrease the importance of each city realative to every other one. So your military city is hampered because it has to share its production with cities that you dont want to have it share with.

I think Plutocracy works for the 'greedy lords' idea. And i belive that there should be an advantage to each system, and it can be fairly situational, but there needs to be a reason you would run system x instead of system y.

Maybe Plutocracy could give a commerce bonus in larger cities, making it good for smaller empires wtih big cities. Socialism might be tweaked to give a benefit to smaller cities somehow.
Anyway, just a few thoughts. This looks intriguing though, do continue this.
 
Thanks! :) will look into some additional benefits for each civic as well as additional disadvantages. they all seem to have both, already. Will have a play with the ones you've suggested.

This seems interesting, but it sounds like it will decrease the importance of each city realative to every other one. So your military city is hampered because it has to share its production with cities that you dont want to have it share with.

Such is one of the disadvantages of using that civic, same as Socialism does with food. You quicklyyou can of course play Spiritual and change up every 5 turns to take advantage of them all, but I really want the civics to be somewhat situational and not something you'd pick one and keep it for the whole game.

An update: Food / Production trading is in! just need to tweak AI for it now:

civ4.jpg

civ3.jpg


Trades are for a minimum of 10 turns when in one of the civics that provide the infrastructure to transport said commodity. % is locked to some minimum once I figure out a good balance.
 
This looks very very interesting. Please publish the code when you are done. ;)
 
Interesting, perhaps some tags to handle "x cost" per "y unit redistributed" should be added as well?
 
Looks cool, I might have to learn SDK so I can merge it into my mod.
Out of curiosity, can the redistribution be interrupted by trade route blockades? That could be an interesting way to force peace if the AI would sue for peace if they loose enough population percentage.
 
Looks cool, I might have to learn SDK so I can merge it into my mod.
Out of curiosity, can the redistribution be interrupted by trade route blockades? That could be an interesting way to force peace if the AI would sue for peace if they loose enough population percentage.

Nice, I see no reason why not. :D
 
Not sure I follow. :)
Add 2 XML tags to the civics XML. Lets call them iRedistributionCost and iPerRedistributionAmount.

So when running the specified civic it will increase maintenance cost by iRedistributionCost for each iPerRedistributionAmount number of food/production being redistributed.
 
Add 2 XML tags to the civics XML. Lets call them iRedistributionCost and iPerRedistributionAmount.

So when running the specified civic it will increase maintenance cost by iRedistributionCost for each iPerRedistributionAmount number of food/production being redistributed.

Ooooh good idea. :) Will add that to the list.
 
Tying resource pooling to civics sounds like an excellent idea.

For play-balancing/realism, you may need to tie efficiencies to the resource pooling. E.g. reduced efficiency if the empire is non-compact, and increased efficiency parallel with technology. You might also want to create a transportation vehicle/motor pool. E.g. a separate screen where players abstractly assign transport vehicles to increase transportation efficiency. Players might assign actual units, or might abstractly invest hammers and maintenance money into the transportation pool to maintain a level of efficient pooling of resources.

Also, I second Adjica's idea. It should be blockadeable, even on land. Would tie well into starvation siege ideas also.
 
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