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Vultur
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Milan
Jun 2000 time: 06:22
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#include "upper_thread" 
Luxury Goods
Ok, once we have simplifed the model we can complicate it a bit more. 
It's possible to produce non-essential goods that cost more than essential ones.
Example:
Synthesized Food:available since the beginning of the game this type is the result of the extraction of proteins needed for human survival from anything that is organic. Cost low.
Hydroponic Food:natural food, obtained with massive use of hydroponic greenhouses. Cost a lot of water.
Genetical Engeneered Food:Cost less than hydro-type, more then Synth. Risks: ecofriendly people don't want it, risk of massive loss of production, risk of genetic plagues 
Refined Food:refining process that produce ultra-high quality food.
Cost: very high.
Player has no particulary reasons to produce Hydroponic or Refined Food, so he can decide to focus his attention on Syntesized and later on G.E. Food: low costs and high production, perfect combination to avoid famine.
But "Private" can decide to produce a these two luxory goods and can set the price that want, because people can choose between "Quality" and "Prize". If wealth stardard is high people will chose "Quality", if not, "Prize".
Wealth=Statal_Workers*Statal_Salary+Private_Wor
kers*Private_Salary
if (Luxory_Good_Price less than Statal_Salary)
all people will buy only the Luxory Good.
if (Luxory_Good_Price more than Statal_Salary), and if (Luxory_Good_Price less then Private_Salary)
only the rich will buy it
if (Luxory_Good_Price more than Private_Salary)
No one will buy it (for trade only)
NOTE:
If trade routes cost too much, other factions' people won't buy it.
end_of_luxory_good_production...
Last edited by Vultur on 24-09-2002 at 21:57
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Vultur
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Milan
Jun 2000 time: 06:22
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Removing food resource???
Not at all!!!
The mayority of wealthy nations live imprting food from other countries. The great exception are US,ex-URSS and China (not exactly wealthy, but not poor)
All the non-wealthy countries have many problems with famine.
I think that in little bases food will not be a big problem, but bases with 1Million of habitants food management need a certain consideration.
I suggest to remove Civ-like system that consist in: more food=more people. Feeding people like turkeys, won't increase their number...
If you have a growth rate that depend on base dimension, age of people, level of culture, not from food.
Food is needed to feed population, not to make it growth
To have an idea of food managment suppose that a tile will produce:
Type: Unworked Farmed
Desertic 0 food N/A
Arid 0.25 food N/A
Dry 0.5 food 0.75 food
Normal 1 food 1.5 food
Wet 1.5 food 2 food
Rainy 2 food 3 food
Monson Jungle 2 food 3 food, but risk of flood
Each unity of food can feed 10.000 people.
Monsonic region can be left to forest growth (+25% possibilities of forest popping) but are maybe too wet for intensive farming.
This system will permit at a base, in a wet region, to reach w/out problem a size double the maximum #tiles that can be worked w/out crawling, trading or orbital facilities.
I'm thinking to introduce drinkable water as resource. This will allow to have Arrakis-like planets for expert gamers.
Consider that the drinkable water needed to the farming are the 80% of total consumes...
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Blake
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Brainfallocatione
Oct 2000 time: 17:22
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Yes, water should factor into "difficulty of city expansion" and what I think is, that rather than having cities in bad terrain grow slower, they are less productive because it costs more to expand and production is more expensive.
For example building next to a river would give excellent production, because there are so many uses for water and things are a lot easier with abundant fresh water. Heavy industry uses A LOT of water and altough it can get by with less (recycling and other effeciency improvements) it's cheaper and easier to just suck water out of a river and dump it back in downstream.
Getting back to food personally I think my self regulating model does everything required, it models the fact that people require "enough" food and feeding them like turkeys doesn't improve growth. New sources can easily be added and balanced. There is no reason why food cant be grown in the city square, and depending on the price (or demand, they are equivilant) of food more or less population will be devoted to food production.
I was thinking about an employment model, different industries would be more or less profitable and there could be a labour market - the pool of all people. The major industries would be:
Agriculture. (growing food for the masses)
Mining. (production of raw materials)
Energy. (electricity and fuel)
Military. (well, troops and barracks and stuff)
Consumer. (production of consumer goods and services, could be considered luxury)
Tech. (production of cutting edge goods)
Public Services. (education, police etc, you pay this bunch)
Unemployed (these dudes have nowhere to work, you can pay them an unemployment benefit and they'll be happier, but also more plentiful)
The wage rates would be set according to relative production and demand and would therfore be automatic, except for public services and unemployment, and maybe military (altough military can self regulate.
It is important to keep as much of the system as self regulating as possible, this doesn't mean you dont have to do anything, you'll have to react to changes in your faction ie production levels can change without you doing anything. It would mean you dont have total control.
Altough one idea would be to allow wage setting under stricter goverments, which would allow you to have a sheltered economy which cant be disrupted by other players....
I'll have to think about it some more, particullary implementation...
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Leland
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In SMAC, crawlers were made available by industrial automation (right?), which meant basically robots and such. So, if the technologies in Stella are even closely following that route, I am not so sure why they'd be a need for thousands of people operating them.
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Leland
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It probably is more balanced, but I don't think it is very realistic... besides it depends very much on the resources that are extracted, how many people are needed... if you have a single bore hole, you'll probably do away with a lot less operators than, say, if the whole 40,000 sqkm area is filled with farm lands (but that's kind of besides the point).
To me, "crawlers" as outlined above are not really crawlers in SMAC sense (though they may fill similar gameplay role). They're small bases, colonies, or something like that. How about "outpost"?
EDIT: If I was in another planet, and wanted to establish a supply convoy from point A to point B, regardless of how many people are needed to operate the equipment, I would first send the construction crew to build the infrastructure needed, and only then move in the people... I would not send thousands of people wandering in the wilderness.
Last edited by Leland on 18-11-2002 at 20:18
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Straybow
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SG(2)… gone but not forgotten
Jan 1970 time: 23:22
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quote: Originally posted by Blake
I'm not entirely sure what your saying the ramifications on gameplay should be. I would actually advocate removing food entirely from player managment (ie no food resource) because growing and distributing food is so essential that people would always do it...
With regards to growth, I think a "cost of expansion" variable would be useful, some sites simply arent suited to city expansion...
I would still like some sort of food supply and stuff.. (if only to avoid the cries of dismay from those who have a background of playing TBS games with food....) and thats why I reccomend the self regulating economy thing, it could very easily be extended so that food is also grown in a base tile or that you could build facilities like hydroponic farms... |
I had said, "The tiles are likely to be 50+ miles across, so unless the soils are useless there will be more than enough land arable at 1-4k/mi˛… So the cost of food will depend on environmental hostility but the percentage of population devoted to growing and processing and shipping food will be 10-15%. It should be generalized so that player sees only the cost and tweaking is rarely of any use."
Definitely have food as a resource, but it should be managed automatically as a percentage of overall productivity. The percentage would depend on tech, environmental restrictions (open land, greenhousing, climate-controlled, or sealed vs toxic/vacuum), and a policy on per capita consumption (and allowance for draught, pestilence or other disaster or wastage) set by the player (similar to CtP2) and/or SE.
I wouldn't want the player to have to dedicate construction queue time to farming structures or infrastructure any more than we want to have to build each housing development or apartment highrise. Both should be automated not by calculating some simulated economy but assumed in simple proportions.
Food produced outside the base tile would primarily be luxuries rather than staples; and then it is a strategic decision to invest resources for happiness. A start-up economy can't afford to waste resources setting up, keeping up, and taking up bulk staples from distant acreage, doubly so in inhospitable climates.
If the soil (across the entire 50 or 100 mile tile) is lousy for growing food, build somewhere else. If you have no choice and need a sealed environment it would be cheaper to truck good soil in to your base than to build a distant mini-base with all its maintenance costs and problems just to grow some crops.
I would rather have tile production be specific: quarrying, mineral mining, forestry, non-food crops (such as rubber, cotton, flax, etc). You go outside the base only for something you can't get or do inside (or immediately adjacent to) the base. Essentially everything produced outside the base tile is like sending out a SMAC crawler (or a pipe-/rail- linked station).
( All of this based on simple extrapolation of 20th cen tech, no tissue vats blah, blah, blah )
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Vultur
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Milan
Jun 2000 time: 06:22
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quote: Well, for SMAC the factions are only 1,000 each (remnants of 10k original colonists). |
I think it would be seriously difficult to run a base with only 1000 people: try to think how many thing you must produce to live in a good way on the Earth... In addition consider that there is a minimum number of people to permit a continous population expansion without need of immigration.
quote: Food produced outside the base tile would primarily be luxuries rather than staples; and then it is a strategic decision to invest resources for happiness. A start-up economy can't afford to waste resources setting up, keeping up, and taking up bulk staples from distant acreage, doubly so in inhospitable climates. |
My idea is to allow colony pods/crawlers later then the very first years: when you must settle a territory the first goal is not expansion (building new settlements), but seek for resources and organization of the first settlement, like many RTS games (Starcraft, Warcraft, Empire Earth...)
The player start only with a small group of colonist (10k), some supplies and one scouting unit (100 people, non-combat, can move 2 tiles) to explore surrounding area. The second base can be founded after 10-15 turns (not after 3-6 turns), when the HQ is enough big to support a colonization mission.
NOTE: 10-15 turns is not totally realistic, 25-30 should be more correct, but a very slow expansion can frustrate every player.
Last edited by Vultur on 19-11-2002 at 13:45
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