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The diplomat
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Terre Haute, IN USA
Sep 1999 time: 23:17
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I have brought this up a few times but only very briefly so I thought that perhaps I should open a thread to discuss my specific idea in more depth.
I believe that strategy comes from decision-making and compromise. In other words, the more decisions a player needs to make, the more strategy the game has. Furthermore, good strategy comes from situations where the player has to make a HARD decision where they need to compromise in some way.
For example, chess is probably one of the greatest strategy games ever. Chess has one particular rule that, IMO, makes the strategy so good. In chess, you can only make 1 move per turn. The player has hundreds of possibilities but has to choose just 1 move. This creates the spectacular strategy because it forces the player to make a very difficult decision. They can only make 1 move so they have to carefully pick the one that they believe is the best. If the chess player were allowed to make several moves, there would still be strategy (do I attack on the right or the left, with the queen or the knights) but there would be much less of it because the player could simply make all the moves that they want. There would not be as much decision-making because there would be less compromise.
In civ, the player has to make choices but they can do everything. I think we could dramatically increase strategy if we put a limit on what the player could do each turn. The player would still have all the options but would have to choose what to do each turn.
MOO3 has a concept call IFP which is similar to what I am talking about and I like it.
How to implement it?
1) Absolute Authority Points
The idea would be to simply give the player a certain number of Authority Points according to the type fo government. AP's would represent the government's political authority over the population. Every action that a player can take in a civ game, from moving units to changing a city's build queue to changing research etc would ALWAYS require 1 AP. So, the number of AP's would directly represent the number of actions a player could take that turn.
-AP's could be increased artificially by a player at a cost. This would represent the government increasing its own power. (In an emergency like a sudden war, the player could use this temporarily so as to be able to do more things)
-certain Wonders would increase AP's. (I think the Great Pyramids should do this instead of adding granaries)
-Very high happiness (like SMAC's Golden Age) would add AP's.
-City riots would decrease the number of AP's!
2) Relative Authority Points
Same as above except that each action would not cost any AP at all. Instead, the player could put as many AP's as they wished for each action. The more AP, the faster the action would be implemented. So the player could decide to do several things at the same but each action might take 1 or 2 turns to implement or the payer could put all their AP in a single action and complete it immediately!
-the bigger the empire the more AP's an action would require to complete it in 1 turn. This would completely replace civ's corruption model. Far away cities could once again have normal production. However they would make empire decisions take longer to implement. For instance, a large empire might require 2 turns to increase the tax rate a certain amount whereas a small empire could do it instantly!
I think the main difference between 1 and 2 is that idea 1 allows the player to do several things per turn and each action would always be done immediately. Idea 2 would force the player to choose how much priority to put into an action.
I look forward to a meaningful discussion.
Vel: I especially hope that you would be able to examine which idea you think would offer the best strategy. if you have an alternative idea please give it. If you remember I mentionned this idea briefly in one of your threads and you said you liked it. I am hoping that this thread will be a place for a more in depth philosophical look at my idea.
Last edited by The diplomat on 04-02-2002 at 00:37
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:17
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I like your idea of delaying orders far from one's capital. I think it would work only for low technologies, however, but is a good simulation. It would restrict the size of empires at old ages: Your borders being unresponsive, you can't defend them properly, but as tech advances (messenger pigeons, radio, satellites), the distance delay would decrease and so give better ability to fight far from the capital.
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The diplomat
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Terre Haute, IN USA
Sep 1999 time: 23:17
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quote: Originally posted by LDiCesare
I like your idea of delaying orders far from one's capital. I think it would work only for low technologies, however, but is a good simulation. It would restrict the size of empires at old ages: Your borders being unresponsive, you can't defend them properly, but as tech advances (messenger pigeons, radio, satellites), the distance delay would decrease and so give better ability to fight far from the capital. |
I am not talking really about communication problems in a far flung empire. That would probably be a little too much for a civ game.
What I am really trying to do is look at POLITICAL AUTHORITY. A leader is able to tell people to obey him/her because they have authority either from the army (despotism) or from religion (theocracy) or from the will of the people (democracy). For example, how was the Egyptian Pharaoh able to make millions of workers construct the Great Pyramids in excruciating labor conditions? How come the workers did not simply refuse to work? I believe the answer is political authority. The Pharaoh had authority as the Leader of the Egyptian Empire to tell workers to do something. When the Pharaoh lost authority then, the population was much less willing to comply.
The idea is not just to represent political authority but to implement a mechanism that limits the number of things a player can. How to do this is really what I would like this thread to be about. Right now, the player can do everything. They can move all the units they want, change taxes, change gvt, change build orders to as many cities as desired etc all in the same turn. I want a mechanism where the player might want to do all those things but will have to choose only 3 or 4 that they can actually be allowed to do that turn. This will force the player to make additional strategic decisions: "I should have Memphis start building the Great Pyramids, I'd like to push science to 40%, I'd like to found a new city to the south near the new source of Iron, I also need to build some more cavalry, and I want to move my stack of riflemen to attack Berlin. But, I can only do 3 actions so which one of the above do I do this turn and which will have to wait for next turn." That is the kind of strategic thinking that I am aiming for. That I believe trully captures the essence of what it means to be a political leader and what empire-building is really about.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:17
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I understand what you say, and this is the idea behinf IFPs in MOO3. We will see how it works. I believe it is a good idea.
I also like your proposal of points which allow orders to have better or full effects.
I said that delaying orders makes for another dimension of strategic playing: planning, which is also lacking now. In civ, you can counterattack or react very fast to border attacks, which is way inaccurate for all time warfare.
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GePap
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of the Big Apple
Nov 2001 time: 23:17
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the diplomat:
While I agree that some sort of system that prioritizes actionss certainly would help make the game more strategically deep, I am unsure about basing this on governments and not on technology. A modern state, whether democratic, despotic, or somewhere in the murky middle, can do far more than any of their counterparts back in history, simply because of the notion of nationalism (a 'tech' in civ terms) and bureacracy, one which gives the government authority that it lacked before, and becuase orders made are more likely to be carried out with a bureacracy dependent on the power of a state. As for how to handle corruption, our previous discussion on economies seemed more the answer than this system, which really should be seen as only one part. I expect MOO3 to have a better econ system than either MOO2 or Civ3.
Then there is the complementary part of this notion, governors. The point in MOO3 is that the central goverment has to delegate, and any system like yours would also need governor A.I.s, to insure that some areas don't stagnate due to the fact that the player is busy fighting a war. So for any such system to come about, the Governor A.I. would have to be improved, and some sort of military governor introduced.
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The diplomat
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Terre Haute, IN USA
Sep 1999 time: 23:17
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quote: Originally posted by GePap
the diplomat:
While I agree that some sort of system that prioritizes actionss certainly would help make the game more strategically deep, I am unsure about basing this on governments and not on technology. A modern state, whether democratic, despotic, or somewhere in the murky middle, can do far more than any of their counterparts back in history, simply because of the notion of nationalism (a 'tech' in civ terms) and bureacracy, one which gives the government authority that it lacked before, and becuase orders made are more likely to be carried out with a bureacracy dependent on the power of a state. As for how to handle corruption, our previous discussion on economies seemed more the answer than this system, which really should be seen as only one part. I expect MOO3 to have a better econ system than either MOO2 or Civ3.
Then there is the complementary part of this notion, governors. The point in MOO3 is that the central goverment has to delegate, and any system like yours would also need governor A.I.s, to insure that some areas don't stagnate due to the fact that the player is busy fighting a war. So for any such system to come about, the Governor A.I. would have to be improved, and some sort of military governor introduced. |
I know. And I totally agree with you that modern governments would have more AP's than Ancient ones. There should be techs that increase AP. But I do think that government types should play some role in the number of AP's. After all, there is a big difference between a democracy where the leader needs approval from a senate or from elections before taking action and a dictatorship where the leader can do anything they want with total impunity!
Yes, there should also be decent AI governors for each city. However I believe that if the city model were simplified just a little bit, it would greatly improve the AI's ability to manage the city. SMAC already had a system that allowed the player to custom design what the governor could or could not do. It was far from perfect but it was a good start.
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