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Blake
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Brainfallocatione
Oct 2000 time: 17:22
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This is also posted at the FreeAC forums, but I'd love as much feedback as possible so I've posted here too. Do you think you would like a game using such a model? Play it? But first, read on 
This is a game model which AFAIK has not been used before, it's a RTS TBS hybrid which could possibly be played as both (kind of like RoN, but aimed more at TBS)
Time is divided into fundamental quantizations, but instead of the Planck time we will use fractions of "years" which for this purpose I'll refer to as "months" or "microturns".
In brief, every turn is comprised of a set number of microturns, for example one year might be 10 microturns, or 16, or some other number, but it is likely to be one of 10, 12 or 16 because these numbers have nice properties (in particular the many factors of 12 - 2,3,4,5,6 and 16 - 2,4,8 make them attractive). The shortest possible turn will be 1 microturn, and gameplay will proceed at a snails pace! (but possibly okay for WW2 style scenarios)
Every month basically everything may do one thing, for example an army might move a small distance, or engage in one round of combat vs nearby enemy armies.
Production will be done in terms of months, it might take 3 months to build a cruiser, if a turn is 10 months then 3 full cruisers will be built, and there will be one 1/3 complete cruiser. Additionally if an enemy army attacks the city on turn 7, it will find 2 complete cruisers in the port.
Research will be similar, a research project might require 9 months to complete and so with 10 month turns the project will be complete, and the next project will be just started.
Some events may happen every N months, perhaps farms generate food every 4 months (example only)
(Queued) Orders will work the same regardless of how many micro turns they cover, orders will be given like "Move to there" and the army will take as many microturns as required. This means it will be quite impossible to do things like moving armies with arrow keys (this lacking wont seem at all odd for players of RTS games, the last game to allow units movement by keys was Dune2 AFAIK - which also happened to be the first RTS game)
Every micro turn will be resolved completely before the next microturn is resolved, this means no mathematical approximations are made (in the cruiser example, there will be 10 separate deductions of resources towards the construction costs, rather than the game calculating 3 complete cruisers requiring 3xcruiser cost resources...)
What are the advantages of such a system?
Individual actions are kept very simple. Individual combat is single-round only basically in bombard style.
Unit movement is smooth and realistic, armies wont "jump" from tile to tile, making it possible to do things like realistic interception (ie patrolling unit scans for threats, and moves to intercept, rather than having to resort to things like intercept probability and zone of control.)
Because things are resolved realistically, less need for highly detailed, complex models.
In some cases may allow for economic models that would be too complex expressed as mathematical formula.
Fundamentally realistic rather than fundamentally abstract.
Puts mechanisms in place for the player/scenario maker to control game pace, from highly tactical to empire building.
Offers the *intriguing possibility of a game that can be played equally as RTS and TBS, in RTS mode orders are transmitted as they are generated by the player, in TBS mode orders are collected for the current turn and sent in one go.
More familiar to RTS gamers.
What are the disadvantages?
Possibly more CPU intensive as calculations must be carried out more often.
Not familiar to TBS gamers of the Civ line (who are used to action-reward play style)
Smooth movement complicates route finding.
Engine Requirements: The primary one is that armies have full freedom of movement, like in many RTS games and some TBS games. The order queuing system must be powerful and flexible.
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Joeno
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I believe the intention is, in short (and I'm sure Blake or other more well-read people will correct me if I'm wrong) that the length of the turn will be customizable at the start of the game. This way, the players will be able to choose to be able to order every microturn, which would make the game slower but make it easier to react, or spread it over a number of microturns, which will speed up the game, but allow for the chance that something unexpected happens in the mean time.
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Blake
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Brainfallocatione
Oct 2000 time: 17:22
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By having the game calculate (resolve) mulitple microturns between normal turns. For example if the rate is set at 1 turn = 10 microturns and population grows at 0.01% per microturn then for every turn you play the population will have grown by about 10.4%.
An excellent analogy of how it would work is RTS games with a pause mode where you can give orders to units and buildings (such as Total Annhilation and some others....)
Imagine that you have really bad reactions so every 30 seconds you pause the game and update all your units and buildings orders. You then unpause the game and sit back and watch the action unfold for 30 seconds before pausing the game again and giving orders, sitting back for 30 seconds and watching, pausing...
(Note: In particullary lagged games of TA with lots of air units to target this is about the only way to play )
You arent giving orders for the 30 second watch periods but the action continues to unfold, that is almost exactly how microturns work.
Because gameplay will proceed at a paint-drying rate at 1turn=1microturn it will be very rare to play at that pace, instead the standard will be around 1 turn = 10 microturns. For the RTS analogy, it's stupid to pause every second because not much changes, the same for microturns, you dont NEED to give orders every microturn because not much changes, instead you just give orders every 10 microturns (or whatever number is chosen at game start) because enough has changed to warrent your attention.
In realtime mode (if we implement it) the rate would be something like 1 micro-turn = 1 second but you would be able to give orders at any time.
It is important to note that queuing orders will be very central to gameplay, adding multiple builds will be as natural as breathing, for example you might click on a unit to add one to a build queue, shift-click to add 10, ctrl-click to build the unit indefinitely (until you manually remove it from the build queue). There will be no arbitary restrictions like "1 build per city per turn" a city will be able to build as many things per turn as it has resources to build and there will be full carryover.
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Gateway103
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-Gateway103
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:22
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The Clash of Civilizations works partly like that.
Except we call them ticks and not microturns.
Military units have 10 ticks per turn of movement. That works by pushing an end turn button when you have finished giving orders.
Acutally, interception can be quite tricky as moves are simultaneous. That is more realistic, but if you don't plan your opponent's speed well, you are bound to miss some interceptions. So movement is tick-based and it works quite well. Combat inside a tick is more complicated though, and I don't think economy runs ticks, but there is no reason why it shouldn't work. Actually, you probably would like to allow the player to tune the ticks number (number of months) per turn, because high number = strategic decisions only, low number = more (tactical) control.
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