Nerva, you are a troll. Your OP was incendiary and insulting, and you say "Time to go play some X-Com.", but you're responding to this thread on the hour. That's why everyone jumped on you. |
I'm responding to this thread (rather than playing X-Com) because I've calmed down from my OP (even at the time I said I was in too foul a mood to be constructive). At the time I posted the OP I was of a mind to simply delete the game... then I played it a little more, figured a little more of it out, and decided to see what people had to say.
IMHO, the problem with Civ and GalCiv is that they are based on "fiat". |
Yep.
What I want to see is a free-market system. The state defines laws, sets fiscal and monetary policy. |
Same here -- that would be my ULTIMATE GOAL, anyway. I would also add to your thoughts, that I would let the player mess with the system to his heart's content... the underly game would be market-based, but the player could in effect turn it into a command economy through his own actions... and hopefully prove the principle that market-based systems are better because the player can't possibly micromanage the system well enough to compete. But, the player would build infrastructure and trading hubs (cities)... there would be strategy to it.
Did you know that the country is littered with small towns in seemingly random places because historically, it made sense to have towns spaced one day's travel apart... it was a network with nodes. Over time the "one day's travel" distance has increased, and this has rendered those towns obsolete. Navigable rivers were also the super-highways of their day... and you needed a port on the coast to change from one transport vessel to another.
There's actually a branch of computer and social science that deals with this. They're called complex systems. The simple actions of many individuals result in surprisingly complex societies. This is a relatively new field. And PhDs are wrestling with it. What makes you think that Stardock, at this point in time, would be able to incorporate this stuff into a GAME? |
The fully developed system you describe does not need to be implemented all-or-nothing. I gave the RTW example specifically to illustrate how simple improvements can benefit the game... just improving how trade and production are handled would really make a difference. There's a middle ground between "Market: +10% income" and the "ants" you talk about... particularly if you can "compartmentalize" the improvements into separate models that don't have horrific interactions to consider. Again, start with trade and production.
And since the field is new, there's been no algorithmic research into functions that can give accurate optimizations of these things, so they're computationally intensive. |
Like I said, simple stuff is understandable when you're running a 486/33 with 4MB of RAM, but computers today can handle far more complicated systems.
I suspect the real problem there is you get into issues of group behavior and information... this is why I say the developers should start small... my compaint is that they haven't started at all. Like I have said before and keep saying, these aspects of game design have been present to some degree in the Sim and Tycoon games.... there's still a lot of work to be done, but this isn't something totally pie-in-the-sky I'm describing.
In SimCity, I build the roads and decide where the residential, industrial, commercial districts are, but the game figures out what path a person living in a particular house takes to work, where he decides to shop, and if he thinks the traffic is too bad. In a Railroad Tycoon game, I might run a line from an iron mine to a nearby city, and that city might develop a steel mill.
So, in a game like this, there might be a rocky planet with TriLithium deposits... I might build an administrative center on the planet to provide law and order, an orbiting space station where interstellar freighters can dock, and in another quadrant, a starbase that my military starships operate from. The game would build the TriLithium mines and transport the fuel on freighters from the space station to the starbase where my government buys it as supplies for my starfleet.
The nice thing about this is it lets me not worry about all the minutiae and get on with the process of galactic conquest.
Another thing I'll add is that from what I can tell, the developers compensated for the extreme flexibility of the ship design features by making the combat model utterly simplistic... this was probably done for AI reasons. Basically I can arrange the phasers anywhere on the ship I want... great... totally customizeable... but also totally irrelevant as their actual location on the ship is of no significance whatsoever.
I don't mean this as a flame, but I consider this a step back from MOO2... in MOO2 you had your choice of generic starship artwork, but you could put a lot of time into the actual content of the ships, and the combat was impacted a lot by those choices -- I really liked that about the game.
What I've been hoping for is that someone would incorporate some of the sophistication of Starfleet Command (Star Fleet Battles) into the next generation of 4X space games. When I was talking to my old friend the other day and I mentioned the combat system in GalCiv2, his exact reaction was to say how he's always wanted a 4X game with space combat along the lines of Star Fleet Battles... he'd played that as a kid and while he liked the "realism", the staggering boredom of actually playing that using pen-and-paper really killed the fun... but if you put that detail into a computer simulation, it works great. Back when I was playing Starfleet Command, it was fun just to run a skirmish game with a couple dozen starships involved in a full-scale fleet battle... chunks of warp engines flying across the screen... it had a great cinematic aspect to it. I always thought that would integrate nicely in a 4X game, where you build these big fleets and send them off to deliver electric death upon your enemy.