Rethinking and 'fixing' 4X Space Civ Games
Posted: 2014-09-09 07:58am
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SO!
The following is a compellation of conversations from an older thread regarding how to "Fix" 4X space games. It complies a host of recommendations, suggestions and ideas proposed by several of the boreds 4X fans from a number of conversations over the years.
I've taken all of these, as well as some of my own ideas, and complied them into the following outline. A few notations. Many of the ideas included were never fully fleshed out, and many were added as "This might be cool" concepts by various posters.
The over all "Goal" of the outline was, aside from simply fixing the various obvious flaws in most 4X games, to Allow for a great deal of customization in a game, without forcing a player to customize things if they don't wish.
The outline itself breaks down into the following 'Big' topics, which are further subdivided into various categories. Again this includes a lot of ideas, which obviously may not work out in a real game, so feed back is of course welcome.
A final note, I am fully aware that in attempting to “Fix” 4X Games, that the MASSIVE list of suggestions and ideas may simply end up bloating them even more. So I do indeed invite feedback and criticism of the list! ☺
INDEX
*CREATING A NEW GAME
MAP GENERATION
RACE GENERATION
MAKING YOUR NATIONALITY
*THE STAGES
PLANET
SYSTEM
SECTOR
GALACTIC
*POLITICS AND DIPLOMACY
INTERNAL POLITICS
SOCIAL POLICIES
ALIEN DIPLOMACY AND 'HARDNESS'
GALACTIC SENATE
*ECONOMICS
THE ROLE OF MONEY
TRADE AND FRIGHTERS
*SCIENCE
RESEARCH
RESEARCH MISSIONS
EXPLORATION MISSIONS.
*COLONY BUILDING
PLANET GENERATION
SYSTEM GENERATION
BUILDINGS
EXPANSION
SECTOR PLAY
SPACE COLONIES
*MILITARY
STARSHIP TYPES
STARSHIP CREATION
STARSHIP BATTLE
PLANET DEFENSE AND INVASION
*EXTRA IDEAS
OVER POPULATION
NATIVES
RANDOM EVENTS
SPACE MONSTERS
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*CREATING A NEW GAME
MAP GENERATION:
For most 4X games, usually the space ones, maps have been "boring" Mostly randomly generated blobs of stars and planets. In terms of making things 'interesting' games like 'Civilization' has had the most hands on approach to map generation. It was their set up that most people agreed would be best for an 'improved' 4x Space game. A player would be allow to change, aside from standard options:
*Galaxy Shape, (cluster-Spiral-Disc)
*Resource rareness, (number of special resources on a planet)
*Planet rareness, (min/max no of planets per system)
*Difficulty Level, ?
*AI Personality traits, ((See ALIEN POLITICS))
*Space Lanes, (on/off)
*Size of Space Lanes, (if turned on)
*Random Events, ((see EXTRA IDEAS))
STARTING STAGE:
In the interest of allowing a player as much freedom as possible, as well as allowing for faster games, a player can choose to start at any of the four "Stages" that the game progresses at. While this will allow for much increased speed of a game, if a player wishes to start at, say "Galactic" stage, there are certain benefits that a player may not get by skipping.
Conversely, a player could choose to restrict game play by selecting a "Max Stage" that is obtainable. This would allow a player to say, never pass beyond the System or Sector stage if they wished.
RACES:
As one would expect, each race has certain benefits or special abilities. From various bonuses to production, research, military, etc. Also races would have various "special" abilities unique to them, such as a special power, building, ship etc. A player can choose however to customize their race. This would forego the normal "specials" a race starts with, and allows a player to raise or lower certain qualities to customize their race. The amount of "points" you have to play with is standardized, so it does not mater what random alien race you use as a template.
Also, in the interest of allowing for as much freedom in customization. A player would be allowed to pick the "color" of their flag/emblem, the shape/symbol of it, their name, and other "personal touches" a player may wish to instill in their race.
NATIONALITY:
Perhaps the most important and long reaches choices are made here. Since a "Full Game" will take a player all the way from unifying their home planet to Galactic colonization, the set up of their "starting nation" will have long-term consequences. Starting out, a player can choose their country to be:
Democratic Republic
Constitutional Monarchy
Theocracy
Dictatorship
Socialistic
Each of these, as one might expect, give various bonuses and negative aspects. A player is not hidebound to these options however, and can choose to change their government and politics as the game progresses ((see POLITICS))Also, depending on how a player "wins" the Planet stage will dictate other variables placed upon their nation as it enters the next stage. ((See PLANET STAGE))
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THE STAGES
PART ONE: PLANET STAGE
The start of the game itself and the stage that had the most new ideas and concepts considered. Early on the question was posed of how choices early on can make a difference late in the game. That question spurred most of the concepts that led to the outline of the "Planet Stage"
The stage itself is one of the most complex in terms of ambition, it will basically be a scaled down version of "civilization" and is almost a separate game in itself.
After setting up your race and nationality in the first steps of the game. You will begin on your starting planet. At this point the rest of the galaxy isn't "really" generated yet. Any other AI's will not start until you leave the first stage, mostly to ensure everyone starts on an equal footing.
You start in control of your "nation" on the planet. Depending on size or hardness, you may play against 1 to 5 other 'nations' each nation is basically a mini colony.
You have factories, cities, research centers and a starting military base. At this stage, factories only help you build more buildings faster, or upgrade existing ones quicker. Research buildings will help research the first set of tech to get you into space. And military bases can produce land sea and air units for defending yourself or conquering others.
The Planet stage will have much more than just the single planet. Once you research certain tech, you will be able to construct small Space Colonies in orbit.(See Colonies for more detail) These will not only help alleviate over population, but are crucial in unlocking tech for further colonization. After you have space colonies, you will be able to research colonizing the other planets in your solar system.
Usually there is at least one "easy" planet that requires only minimal Terraforming to colonize. (Terraforming a planet allows more space to build buildings)
While this is happening, you will be racing against the other nations. They can colonize the same planets you can, and you will be in competition with their own colonies.
The win conditions will look very similar to a standard Civ game.
You can conquer the other nations, getting a "Militaristic" win
You can be elected as 'World Leader' getting a "Diplomatic" win
You can be the first to research 'interstellar travel' getting a "Science" win.
You can become the Dominant Religion earning a "Religious" win
Depending on how you 'win' the planet stage, will dictate what initial bonuses and policies you can adopt when entering the next stage. All of the various 'Wins' end with your nation unifying the planet under a single flag and government. Once you have reached this point you will enter the "System stage"
PART TWO: SYSTEM STAGE
Once you have "conquered" your starting system, unifying all colonies under a single government, the game 'expands' and you can now colonize planets outside of your solar system.
The individual 'nations' present in the first stage, are now all under your control and you can construct new buildings and upgrade existing ones. Likewise, all of the systems colonies are now under your full control as well, along with any space colonies other nations may have produced.
All "ground forces" in the first stage are similar unified, and may now be kept or sold off as needed. Any space ships made in the first stage will also be carried over, but they will needed to be upgraded with your new "interstellar drive" to be able to leave your starting system.
Political control of your starting system moves from having to control each colony one by one, to making decisions that affect all the planets in the system. This bonus carries over to any future systems you colonize. As with all other 'stages' new tech and new option become available under the menus. (example, the "Planetary Policies will change to System wide Policies)
The biggest change that will happen, is that the rest of the galaxy and AI's will start 'moving'. They will all start at the same point as the player, with a single unified Star System (of course the nature of that system will be a mix of pre-programmed aspects of the race, and some randomly generated variables) For the most part the System stage is framed as "The Age of Exploration" Founding new colonies will still be expensive and time consuming, but the colonies founded will go onto become your "Core Worlds". Also you will be able to send out "Research" and "Exploration" missions, which can advance science and chart new worlds ((See RESEARCH))
These will be the worlds that will shape the Cultural, Political and (if a player wishes) Spiritual Core to their Empire. While the 'system' stage itself tends to be one of the shortest, it can have long lasting effects upon how your Empire is viewed. The System Stage is also the earliest that a player can encounter another alien race, and typically those you meet at this point will become either your long-term ally, or hated rival. ((Depending on the size of the galaxy, or the amount of races, a player may not meet another race till the next stage.))
A Player will exit the Stage when they have colonized 15 colonies as long as they are in a minimum of three star systems. Once they 15th planet has been colonized, a pop up will appear and (after a cut scene perhaps) a new menu will become available called "SECTORS"
PART THREE, SECTOR STAGE
'Sectors' are new concepts created to further reduce the need to micro manage your ever-expanding Empire.
Sectors stage is achieved when a player has control of three or more systems with 15 or more planets. The concept of a Sector works along the lines of the rest of the game to expand the notion of "what is your Empire" As you expand, a player should think of their Empire in bigger and bigger terms. From one planet, to a system, to now, a whole region of space or a 'sector'.
A Sector, and all planets inside of it, will act like a large "nation". All planets inside of a sector will share various bonuses. Any ships inside of a sector your control will likewise have various speed and other bonuses added. Trade becomes more profitable as you are trending with "neighbors" whom you all get along with. Governing is also more bored, instead of dictating governments from system to system, you can now dictate all planets with the sector to share a single unified government.
You can of course make exceptions if you choose, and any "Non-Warp" civilizations will continue on unless of course you have chosen to conquer them ((SEE NATIVES)).
A sector is "constructed" by linking together three or more star systems with a minimum of 15 planets and a maximum of 30 planets. Your first Sector is given free once you achieve the requirements. Future sectors have a cost associated with the total worlds and systems inside. (the more systems, the bigger the cost) Once you have your first sector, expansion becomes much faster as you will have more specialized colony bases to choose from.
You will no longer have to build a colony in the original slow bit-by-bit fashion ((See Colonies for more detail)) You can "Buy" additional sector space by once again linking a mix of 3 to 6 systems with 15 planets or more. Of course now your 'colonies' will be simplified mining or research colonies, which are faster to produce and settle. A player will have to still "colonize" at least ONE planet in a system to "claim" it before they can construct the specialize colony modules on other planets or on asteroids or Gas giants. This restriction however is lifted in the Galactic stage.
This stage is also where a player will meet with most of the rest of the other AI races in the game, as well as the earliest that the "Galactic Senate" can be founded. (For detail see "Galactic Politics")Depending on how someone is playing, the Sector stage can be either quick or long. A player does not leave it until they have "purchased" two additional sectors, which will label them as a "Galactic Empire" This means entering the Final stage requires a mini
PART FOUR, GALACTIC STAGE
Upon the "purchase" of the players third sector, the game will go into the final stage.
The Galactic stage is where those that want "BIG" games can really let loose. Like with Systems and Sector, passing into the "Galactic" stage will create a new boundary as it where around your empire. Instead of your sectors being unconnected "bubbles" a player will see a new line encompassing all of their sectors. Game play will change little from the Sector phase, aside from the additional new tech, policies choices, racial bonuses, and access to the "ultimate" ship size, the 'DoomStar'.
One of the big changes will be the scale of "Colonies" and construction projects. Under ship Designs for 'civilian' ships, a new category will appear called "Stellar Constructions" These will be massive construction projects that will have to be placed on Dreadnaught or Doomstar sized ships. ((SEE 'SPACE COLONIES)) The point of these constructions is to basically utilize virtually ANY system. Systems with perhaps only an asteroid belt and no planets, or ones with just a Gas giant without having to have a settled colony in the system. Even "Empty" Systems with just a star and no planets can be used for resources now. Also "Super projects" become available such as a things like a "Ring World" or a "Star Furnace"
Another feature is that you will be able to pick a 'Galactic' form of government. This will be a single unifying government that will oversee your Empire based upon the government you have been using. ((SEE GOVERNMENTS))
Now though out the game, the game play has been moving to avoid massive micromanaging things. Going from controlling planets to systems to sectors, to your whole Empire. In the Galactic stage however, for those crazy players that ENJOY Micromanaging every little detail, the options for all other colonies become available again.
What this means is that, if a player wishes to, they can go back and change policies and settings for individual systems and sectors again. You could have one Sector set under a "Democratic" government and another set to "Socialistic" government. Aside from indulging Micromanagers, this will allow a player to have a chance to explore multiple government options in the Galactic stage and see how they compare to one another.
The Galactic Stage is where most players will begin setting things up to "Win" the game. Most of the 'basic' win conditions are the standard:
Kill everyone else. (Military)
Have everyone "Surrender" to you. (Military)
Be elected Galactic Ruler. (Political)
Other 'Win' conditions that had been discussed, in the interest of keeping things interesting.
A 'Galactic' Colony ship: build a Mega Colony ship to settle another Galaxy (Science/Industrial)
An 'Ascension' win: race evolves or "ascends" to higher plane (or something) (Science/Culture)
An 'Unification' win: Peacefully co-opting all other races into your Empire (Culture/Political)
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POLITICS AND DIPLOMACY
INTERNAL POLITICS
As with the rest of the over all "theme" of customizing your game as much as possible. The 'Political' part of the new revised game will encompass a vast amount of choices and options as well as being able to "grow" with you empire. New research unlocking new bonuses far down the road, also new bonuses and option will become available at each 'stage' of the game.
Depending on the choices you have made in the Planet Stage, you will enter the System stage under one of the following government systems.
Democratic Republic
Constitutional Monarchy
Theocracy
Dictatorship
Socialistic
Depending on how you "Won" the planet stage, your government type will have an additional Suffix added of "Militaristic", "Scientific" or "Diplomatic". So a player may have a "Scientific Dictatorship" or a "Militaristic Constitutional Monarchy". Basically these will give you 'bonuses' on top of the ones you are receiving already from your starting government type. These choices will also dictate how easy/hard it is to go to another form of government.
If you say start off as a Dictatorship, it may be a long time before you could switch to a Democracy. But if you won through the "Diplomatic" method in Planet Stage, than it becomes a bit easier. Players are encouraged to stay with a single government. The longer you are in the same government, the more it "Grows" So your Planet Stage "Democracy" would become at the end of the System stage a "Federation" with more bonuses. And then evolves to a "Galactic Federation" with yet more bonuses. As just an example, you may have something like the following.
Democratic Republic -->Federation--> Galactic Federation
Constitutional Monarchy -->Imperium--> Galactic Empire
Theocracy -->Holy Order-->Galactic Holy Order
Dictatorship -->Dominion-->Galactic Imperium
Socialistic -->Unification-->Galactic Collective
However if you start as one government (say Democracy again) and then choose to switch to a Dictatorship, you will have to wait longer before you can get to the 'next level' of your government, so while you will still, eventually, receive all benefits you take a much larger initial hit in production.
Also, as mentioned previously when a player enters the Galactic stage, they can choose to change the governments of smaller components if they wish. A limiting factor to his would of course be size. You could set a Sector to a "Federation" government, but not a "Galactic Federation" likewise a planet or a system could be set to "Democratic Republic" but not be set to "Federation"
SOCIAL POLICIES
Just because you a brutal Dictatorship, doesn't mean you have to be "Evil"
Social Policies are a set of bonuses that, once again, change from stage to stage. While your over all government allows you to dictate how you run your Empire, your social policies allow you control over how your "citizens" are managed. Certain Policies will be available to all forms of government, but of course others are only available to specific types ((Universal Suffrage for instance may only be available to Democratic, Socialistic and Constitutional Monarchies))
As with the governments, your social policies "grow" over time from stage to stage.
ALIEN DIPLOMACY PART-A
Interaction with the other AI's is something that has been an issue from the start of 4X Games. Mostly due to suicidal AI's or ones that will randomly stab you in the back no matter how long you maintain peace with them. Something like an AI is hard to speculate exactly how it would behave, however in the various discussions some of the primary things that an Ai should "respond" to would include:
*Overall Industrial Production: Having a 'weak' military shouldn't hurt you if the AI knows you can make a dozen 'DoomStars' in just a few turns.
*Overall Economy: Similar to industrial might, having a huge economy with lots of money.
*Political Policies: Basically weather your polices are similar to there’s or not
*The 'Fail' Counter: A system for an AI to "count" how many times it looses an engagement with the Player. The more it fails, the less willing it becomes to attack the player.
*Economic Loss: If an AI has just lost a huge fleet that constitutes a large part of its industrial base, it will be less likely to attack.
*Friendship points: A concept only briefly discussed, it was basically considered that, the longer you maintain a "friendship" with an AI, the more "points" you build up. If you go to war, the points reset. Basically the higher the points, the less likely an AI is to go to war randomly against you.
By taking into account these factors it was hoped by those discussing that it would reduce the level of constant attacks by weak AI's as well as safe guarding alliances and friendships. In terms of interacting with AI's directly the options discussed came down to the following.
*Non-aggression pact: Basic "we wont attack you if you don't attack us" an AI would have to break this pact BEFORE declaring war on other player.
*Research Treaty: Increases research by a % of Industrial output and income.
*Open Borders: Instead of the standard "being allowed to move units through an AI's area" Open borders was discussed as having a much larger effect. In any modern or future setting, information flows freely. Certain things you would expect to automatically find out about from a friendly AI. Once Open Borders is declared, you will automatically know the "map" of a friendly AI as well as their Industrial Power and Economic strength.
*Trade Treaty: After Open Borders is declared, you can then form a trade agreement where you can buy/sell resources or cultural artifacts ((SEE CULTURE))
*Exchange Tech: Sub menus, Exchange tech for: Money, Other tech, threats, etc
*Give Gift: Money-Tech-Planet/System-Unit
*Declare War on/Declare Peace with:
*Alliances: A full Alliance would offer several benefits. Those in it would share research as well as much higher trade agreements. You can research one thing twice as fast, or two items and share in the discovery.
Another option briefly discussed was on "giving" a unit to another AI. A concept that was floated was, instead of just "giving" an AI a starship, or even a fleet, but 'selling it instead. This gives a Player a new path and a new dynamic in the game. If your ships our superior, you could become an arms merchant, building ships and selling them to smaller nations. Or you could build cheap ones to sell to smaller nations etc.
ALIEN DIPLOMACY
Another aspect discussed concerning AI's was adding more 'Random' components to how they behave.
In past games, a certain race or nation ALWAYS acted a certain way. Just as in Civ games India is always peaceful, America expands fast and Germany is always a dick, in most Space-Civ games the generic 'brain' aliens were always smart and peaceful, the generic 'robot' aliens were always genocidal and wanted to kill everyone and so forth.
A concept for adding variety into different races was considered so that each new game, the interaction might be fresh and different. An aliens culture might preclude it to having certain types of pre-set up Diplomacy and governments. They might act similar from game to game, but the politics that governs them could be very different. Certain generic aliens may still always follow certain goals, but their behavior would at least be different from game to game.
ALIEN 'HARDNESS'
Something that has always been troubling is finding the perfect balance of a challenging AI,
that does not slip into the "cheating curb stomp" path.
Most 4X Games of the past have made the AI "Harder" just by allowing it to "cheat" usually by making units cheaper or letting it research tech faster etc. "Hardness" level was ONE thing that no one seemed to have a consensus in terms of how to fix, and should a new 4X game be re-made, is something still open for discussion.
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ECONOMICS
THE ROLE OF MONEY:
In many Civ and 4X games, money tends to end up being not very important, especially late in the game. Normally things don't really 'cost' anything, you tell a city or planet to build something, wait a while, and then magically it is constructed. Money is used only as a sort of "magic wand" that can instantly construct certain items.
An idea that was discussed, that may or may not make the game more interesting, was simply paying for things up front. If you wish to make a new Dreadnaught, you have to pay the "cost" of that ship before construction begins. So for buildings, upgrades and of course new ships, you first must have the available cash on hand before the item can be built. this concept was mostly imagined to make money more "important" in the game, and a resource to take better care of. Aside from "money" purchasing items also requires "minerals". Now of course like a real nation a player does not HAVE to pay all at once. The bigger % an item/ship is purchased with, the quicker it is built. So an item purchased with all money and minerals will take the much shorter to complete than say an item purchased at 50% of the actual cost.
TRADE AND FRIEGHTERS
In virtually all Civ and 4X games, there is some NPC unit for moving goods, food, money, etc to another colony or AI.
In the original discussion, there were two types of "freighters" discussed. One would have them as basically "non existent" units that would be called into existence whenever you wanted to move goods or people from A to B. The other option was having to build "real" freighters and trade ships that would then be used when a new trade route is established.
In terms of what Freighters would do, the primary use of them would be moving resources between planets. The three main "resources" would be Minerals, Food and 'Trade Goods' ((basically consumer goods))
The first two items are needed for balancing a Planets Economy. A Planet may use say "200 Minerals' but be producing only 20 minerals. So each turn you would need to ship 180 minerals to the planet or it's production and economy slows. Likewise a planet would need extra food sent to it if it is not producing enough. Also those resources can be sold or traded to AI's as well. A Player can trade one resource for another, or sell one resource for money.
Trade Goods are as an aspect of "Culture" by Cultural/Happiness buildings. Shipping these items to a colony you control can help raise happiness, or again they can be sold off to an AI. Trade Goods from an AI can also help to raise Happiness (the idea being getting items that are alien and aren't produced by your people makes them rare/sought after)
The idea of making trade ships "real" or not was one left open for discussion.
Real ships would add complexity and be something you would have to manage each time you make a new trade route. They would have to also be defended from pirates or Enemy AI's
"Non Real" ships would basically automate the process, but offer less realism and control.
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SCIENCE:[/b]
Of the various forms of "tech" in the 4X games, they are usually either a "tech tree" in which you research techs one at a time, and will end up with all tech by the end of the game; or a "randomized" research pool. Where you research different parts of tech, such as weapons, economics, energy, etc and get tech based on the level being researched. In the original discussion, it was widely agreed that the old system from "Master of Orion-1" was one of the best and simplest.
A player begins by allocating funds into different research fields such as "Propulsion, Energy, Economics, Civic, Robotics," etc. Each field would have, say 3 to 5 individual Techs you have the chance of researching. The more funds in a field, the faster the research. Also there may be bonuses or other things that so instead of 1 or 2 of a certain tech level, you may get 3 or 4.
All tech in the game would have two tags, "Civic" and "Military". A player can focus on one, or the other, or pic to research a balance of them. This basically is another way a player can play a game suited to his or her own personal tastes. Weather they want to militaristic, or more peaceful.
The nature of the tech would be a gradual improvement on existing systems, and every so often, you would come across some 'big' new tech. So your techs would be as an example "Industrial tech" or "Environmental tech" +10% +15% +20% etc.
One benefit to this sort of set up, is that it does not matter (much) if you don't get a tech. If you miss "Farming +20%" for instance, you may get later on "Farming +40" or +45.The original game went to "level 20" with a max of +100% to bonus. In a re-imagined game, it would be easy to extend the tech upgrades out for much longer. Obviously there would be many other techs for weapons, happiness, research etc.
Also certain tech a player will automatically get when they reach a new Stage. The different ship sizes for instances become available with each new stage reached. So while certain tech a player may get one game and not another game, the "important" tech. Ship hulls, Starbases, Colony Pods, and other "infrastructure" tech, will always be available.
RESEARCH MISSIONS:
As mentioned earlier, tech comes in "Civic" and "Military.
Research missions are one way a player can have more control about picking upcoming tech. As will be explained later in "Starship Classes" a player can designate a ship as a "Research Ship" and then dictate if it is a "Civilian" or "Military" research ship. When a player has built a certain number, they can be sent on a "Research Mission".
When the mission returns, (after a randomly set amount of time) a player has a choice of picking an upcoming tech based on the type of mission. So, if there is an upcoming military tech a player REALLY wants, they can send out a large Military Research Mission to be able to know for sure they can get it.
Research missions as they were originally discussed, can be used also for triggering 'random events' and other interesting aspects of the game. A research mission could make contact with an AI that you may not be able to physically get to for some time. Or perhaps come across "Ancient Ruins" that provide a free tech you may have missed earlier.
EXPLORATION MISSIONS.
Similar to Research Missions, Exploration Missions take place when you construct a ship and designate it as "Explorer" for Civilians or "Reconnaissance" for Military.
These missions were discussed to allow for more in-depth exploring of planets and space oddities to enhance a "Space Opera" feel to a game. Typically, when you send a ship to a system, you get a very basic "map" back. It will show how much usable land a planet has and what type of environment it has, and that is about it.
There are however many other special resources or bonuses, or sometimes negative random bits (Aggressive native wildlife) of a planet however that a player won't discover till they settle a colony on the planet.
Other features like "natural Wonders" or "Primitive Natives ((SEE RANDOM EVENTS)) a Civilian Exploration Mission however is able to uncover all of these items. Early on, when a player is building large colonies, sending out such missions can be very important in terms of knowing exactly what is on a planet before settling, or picking one planet over another. The Military version of these "Reconnaissance Mission" is also important. Normally a player will not get a chance to know what are "inside" an enemy ship till two fleets attack one another. A Recon ship however can 'scan' enemy ships from outside of battle and from a safe distance. Obviously they have the chance of being discovered and attacked, but such ships can be very small and inexpensive.
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COLONY BUILDING
DISCLAIMER: For Parts ONE Through , are all taking place in "Planet" to "System" stages. Once you get to the "sector" stage, you have the choice of constructing "simplified" colonies that will not require the same micro managing early ones do.
PART ONE A, PLANET GENERATION
To start with, the planets in our re-imagined game will try and have a much wider variety, both to break up monotony and add a bit of realism and variation. For planet generation there are three creation factors that were discussed:
"Size" "Usability" and "Bonuses"
Sizes can range from "Tiny" "Small" "Med" "Large" "Huge" for rocky planets (they’re of course other classifications for other types of colonies later on.) The larger the planet, the more squares it can possibly have. As a pure example, lets say a "med" planet has 6x12 squares or 72 spots for buildings.
The "Usability" factor dictates how MUCH of the world is viable. For sake of uniformity, lets say there are 5 "usability" options ranging from 20% to 100%. A "Perfect" at 100% world can use the full 72 spots of a med planet. But a "poor" or 20% med world would use 0nly 14 slots.
Bonuses are just that, extra resource bonuses for a planet. The exact types and % of bonuses don't really need to be done at this time, but basically they can be things like "Extra minerals/Science/farming/etc" Or occasionally "Ancient Ruins" which are basically 'goodie huts' and can be either harvested for free tech, ore preserved for ongoing Art/Culture bonuses/. Other bonuses could be things such as "Natural Wonders" or negative things like "Hostile Animal Life"
PART ONE B, SYSTEM GENERATION
The system itself will be more "basic" as generated.
Any system can have up to ten "features" inside of it. These include:
*Rocky planets, these are you standard 'earth sized' planets and can be colonized first and terraformed into "Earth-like" planets.
*Gas planets, these can range from Neptune sized to Jupiter sized worlds. Gas planets usually have large amounts of moons, which can become mining colonies. Occasionally they may have a 'moon' large enough to colonize.
*Ice planets,
*Asteroid belts, early on small mining bases can be founded on an asteroid belt to produce minerals. In the later game these can be upgraded into large manufacturing bases.
*Empty any system "can" have up to 10 features, but typically will be generated along 'small'-'med'-'large' systems with 1-3, 3-6, 6-10, features respectively.
A starting system, by virtue of wanting to give a player a "head start" Will always have at least 1 Gas Giant, 1 Asteroid belt, and 3 Rocky planets aside from the starting world. This will ensure they always have enough places to expand to get a good footing as well as move beyond the planet stage (unless starting in system stage)
PART TWO: BUILDINGS[/b]
With any colony there are going to be a LOT of buildings and upgrades. Typically all buildings will fall into one of the following types.
Housing
Farming
Culture/Art
Economy
Science
Industry
Mining
Military
The use of each building type is rather straightforward. There will no doubt be different versions of these, some highly specialized, some general and of course you can "upgrade" your buildings as new tech comes out making them more efficient.
Every new colony a player founds will start with the "Colony Center" a 2x2 structure that gives Industry, Science, Farming, Culture, Housing and Economy all in a single block.
This ensures that starting on a new world your settlers can get going quickly. This of course can be upgraded over time with new tech.
*"Housing" this is basically your generic "cities" where people live and are built to increase population. Now since no 'real' city JUST creates housing, every cityscape will put out a 'small' amount of Culture (Happiness), Science and Economy to help the colony. Now while you can keep building these city buildings, eventually you'll need specialized buildings to sustain them. A final note, because of how much goes on in them, I wonder if people think they should be larger, one "city" taking up 2 3 or even 4 spaces. After all, a "city" should hardly be the same size as a factory or farm.
*"Farming" the basic "food" resource for the game. As one would expect, you will need food to sustain your population or it will result in starvation. Extra food is automatically sent off planet via "freighters" ((See more under Economy))
*"Culture/Art" The name for this is changeable, it is your basic "Happiness" function. These buildings increase moral, keep people happy, and produce "Culture" which protects your borders from spies and is used in various diplomatic aspects ((see Diplomacy)). Culture buildings also occasionally produce "Great Art" which can be sold off to other AI's for large amounts of money, or put into Museum for increased happiness on a specific colony.
*Economy The generic 'money' buildings. Personally I'd like 'economy' to do more in the game they just raw money to hurry production. Wealth should be tied to prosperity in general and should have some factor in happiness as well. If a planet is making money = more happy. Loosing money = less happy.
*"Science" The basic "research" buildings. There should be some distinction between "research" buildings and "education" All schools and such, one would think would take place in "Cities". Research buildings aside from producing research points are also needed to utilize "Ancient Artifacts" to get free tech and other bonuses.
*"Industry" The generic "Making things" buildings. This is where all production happens, including other buildings. The more factories you have, the faster buildings are constructed or upgraded on a colony. Of course, industry uses "Minerals" and produces "pollution", if there are not enough minerals, production slows. Pollution in this version was discussed as being both a "decrease happiness" factor as well as decrease farming output (polluted land = bad farming)
*"Mining" Basically all things need 'Minerals' for production. All the money in the world can't make a ship if you have run out of "Supertonium" or whatever. Basically minerals are needed to make things, if you don't have "enough" production drops. Military the last building, aside from housing, is probably the most complicated. A Military base is where all Defensive buildings will go. A basic base will give you "slots" that you can fill with various defensive things to fight off invaders. As you expand, you can upgrade your bases with additional slots. Military bases will start off simple, but will become very expensive to maintain. A planet should only ever need maybe two or three of these on the whole planet.
"EXPANSION"
Building new buildings and expanding can be done basically "as fast as you can afford" Each new building takes resources and money. Early on, you'll build slowly since you won't have much of either. You may be able to only afford one, maybe two buildings to be constructed at a time. As your Empire expands, you can pay for the materials for construction much quicker. A 'Colony' founded late in the game (if a player wished) could have its whole infrastructure constructed over just a few years instead of one building at a time.
"SECTOR PLAY"
The early game could be thought of as "The age Exploration" Each world you colonize will become it's own independent nation. You are expanding early on for the thrill of exploration as well as simple resource gathering. Your new worlds become "copies" of your original, with fully developed cities, cultures, art, governments etc. However as your empire grows, and as it becomes easier to mine minerals and build industry, you will no longer need to build whole colonies just to get a few resources. Once you hit "Sector" stage, several new types of colony ships become open to build. The options Include:
"Mining"
"Military"
"Industry"
"Industry/Mining" (colony with 50/50 buildings)
"Science"
"Economy"
"Farming"
Each of these options can be made through a specialized colony module you would design a ship with. When the ship reaches its destination, it will produce a highly specialized 'colony'. A colony founded by one of these will no longer have a large grid of small slots for you to build everything, but instead will automatically construct facilities to maximize production of the type of resource you want. A colony like this needs only a minimal population and will grow fast.
While it produces ONLY one resource, it can produce that in far greater amounts then a normal colony could achieve. This will allow a far more streamlined interface in mid to late game, so that if you eventually have a hundred planets or more, you are not having to manage construction of buildings on every single one. You can simply put down one of these 'pre programmed' colony pods, and let it go.
Upgrades will happen automatically as new tech comes out.
SPACE COLONIES.
While several 'Space Civ' games have allowed the production of space stations, usually they are either for making ships, or for planetary defense. While our re-imagined game will of course have these options, we will be introducing a new aspect into it. The Space 'Colony'
Space Colonies will basically become "Mini" colonies. They offer you the chance to "stack" more production and population on an existing planet. The population and production from a Space colony would contribute to the over all income of the colony itself. Space colonies could also be used to "populate" dead worlds where a colony could normally go. Colonies would not receive any bonuses from a planet, but nor would they receive any penalties. Basically Space colonies, like a normal one, would have "slots" to build things but on a very limited level.
The first stage space colony for instance may have, say, just three slots with one of those automatically filled with a "Cityscape" moduol. Starting early on in the Planet stage, you will be able to research the tech needed to build small colonies for, initially, housing people and doing research.
In the planet phase these will basically be a Bernal Sphere (tiny station) and a Stanford torus (small station).
In the system stage you can construct O'Neil cylinders (med colony stations) as well as the first military stations (small-med sizes) for defending your planets, as the system stage is the first stage you could be attacked by other AI's or Space Pirates.
In the Sector stage you will begin to build 'really' big structures such as a "Halo" These will be constructed through the course of several 'colony' ships and can act as mini colonies, producing all a normal colonies goods except being able to mine minerals. "Halo" colonies can become very useful for expanding population or building commercial or social areas, but they can be very expensive to maintain and keep supplied.
In the galactic stage a player will get to "Mega" constructions, the largest of which is a full sized "ring world' that could take perhaps a hundred turns or more To construct and would require whole planets to be harvested for materials.
SO!
The following is a compellation of conversations from an older thread regarding how to "Fix" 4X space games. It complies a host of recommendations, suggestions and ideas proposed by several of the boreds 4X fans from a number of conversations over the years.
I've taken all of these, as well as some of my own ideas, and complied them into the following outline. A few notations. Many of the ideas included were never fully fleshed out, and many were added as "This might be cool" concepts by various posters.
The over all "Goal" of the outline was, aside from simply fixing the various obvious flaws in most 4X games, to Allow for a great deal of customization in a game, without forcing a player to customize things if they don't wish.
The outline itself breaks down into the following 'Big' topics, which are further subdivided into various categories. Again this includes a lot of ideas, which obviously may not work out in a real game, so feed back is of course welcome.
A final note, I am fully aware that in attempting to “Fix” 4X Games, that the MASSIVE list of suggestions and ideas may simply end up bloating them even more. So I do indeed invite feedback and criticism of the list! ☺
INDEX
*CREATING A NEW GAME
MAP GENERATION
RACE GENERATION
MAKING YOUR NATIONALITY
*THE STAGES
PLANET
SYSTEM
SECTOR
GALACTIC
*POLITICS AND DIPLOMACY
INTERNAL POLITICS
SOCIAL POLICIES
ALIEN DIPLOMACY AND 'HARDNESS'
GALACTIC SENATE
*ECONOMICS
THE ROLE OF MONEY
TRADE AND FRIGHTERS
*SCIENCE
RESEARCH
RESEARCH MISSIONS
EXPLORATION MISSIONS.
*COLONY BUILDING
PLANET GENERATION
SYSTEM GENERATION
BUILDINGS
EXPANSION
SECTOR PLAY
SPACE COLONIES
*MILITARY
STARSHIP TYPES
STARSHIP CREATION
STARSHIP BATTLE
PLANET DEFENSE AND INVASION
*EXTRA IDEAS
OVER POPULATION
NATIVES
RANDOM EVENTS
SPACE MONSTERS
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*CREATING A NEW GAME
MAP GENERATION:
For most 4X games, usually the space ones, maps have been "boring" Mostly randomly generated blobs of stars and planets. In terms of making things 'interesting' games like 'Civilization' has had the most hands on approach to map generation. It was their set up that most people agreed would be best for an 'improved' 4x Space game. A player would be allow to change, aside from standard options:
*Galaxy Shape, (cluster-Spiral-Disc)
*Resource rareness, (number of special resources on a planet)
*Planet rareness, (min/max no of planets per system)
*Difficulty Level, ?
*AI Personality traits, ((See ALIEN POLITICS))
*Space Lanes, (on/off)
*Size of Space Lanes, (if turned on)
*Random Events, ((see EXTRA IDEAS))
STARTING STAGE:
In the interest of allowing a player as much freedom as possible, as well as allowing for faster games, a player can choose to start at any of the four "Stages" that the game progresses at. While this will allow for much increased speed of a game, if a player wishes to start at, say "Galactic" stage, there are certain benefits that a player may not get by skipping.
Conversely, a player could choose to restrict game play by selecting a "Max Stage" that is obtainable. This would allow a player to say, never pass beyond the System or Sector stage if they wished.
RACES:
As one would expect, each race has certain benefits or special abilities. From various bonuses to production, research, military, etc. Also races would have various "special" abilities unique to them, such as a special power, building, ship etc. A player can choose however to customize their race. This would forego the normal "specials" a race starts with, and allows a player to raise or lower certain qualities to customize their race. The amount of "points" you have to play with is standardized, so it does not mater what random alien race you use as a template.
Also, in the interest of allowing for as much freedom in customization. A player would be allowed to pick the "color" of their flag/emblem, the shape/symbol of it, their name, and other "personal touches" a player may wish to instill in their race.
NATIONALITY:
Perhaps the most important and long reaches choices are made here. Since a "Full Game" will take a player all the way from unifying their home planet to Galactic colonization, the set up of their "starting nation" will have long-term consequences. Starting out, a player can choose their country to be:
Democratic Republic
Constitutional Monarchy
Theocracy
Dictatorship
Socialistic
Each of these, as one might expect, give various bonuses and negative aspects. A player is not hidebound to these options however, and can choose to change their government and politics as the game progresses ((see POLITICS))Also, depending on how a player "wins" the Planet stage will dictate other variables placed upon their nation as it enters the next stage. ((See PLANET STAGE))
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THE STAGES
PART ONE: PLANET STAGE
The start of the game itself and the stage that had the most new ideas and concepts considered. Early on the question was posed of how choices early on can make a difference late in the game. That question spurred most of the concepts that led to the outline of the "Planet Stage"
The stage itself is one of the most complex in terms of ambition, it will basically be a scaled down version of "civilization" and is almost a separate game in itself.
After setting up your race and nationality in the first steps of the game. You will begin on your starting planet. At this point the rest of the galaxy isn't "really" generated yet. Any other AI's will not start until you leave the first stage, mostly to ensure everyone starts on an equal footing.
You start in control of your "nation" on the planet. Depending on size or hardness, you may play against 1 to 5 other 'nations' each nation is basically a mini colony.
You have factories, cities, research centers and a starting military base. At this stage, factories only help you build more buildings faster, or upgrade existing ones quicker. Research buildings will help research the first set of tech to get you into space. And military bases can produce land sea and air units for defending yourself or conquering others.
The Planet stage will have much more than just the single planet. Once you research certain tech, you will be able to construct small Space Colonies in orbit.(See Colonies for more detail) These will not only help alleviate over population, but are crucial in unlocking tech for further colonization. After you have space colonies, you will be able to research colonizing the other planets in your solar system.
Usually there is at least one "easy" planet that requires only minimal Terraforming to colonize. (Terraforming a planet allows more space to build buildings)
While this is happening, you will be racing against the other nations. They can colonize the same planets you can, and you will be in competition with their own colonies.
The win conditions will look very similar to a standard Civ game.
You can conquer the other nations, getting a "Militaristic" win
You can be elected as 'World Leader' getting a "Diplomatic" win
You can be the first to research 'interstellar travel' getting a "Science" win.
You can become the Dominant Religion earning a "Religious" win
Depending on how you 'win' the planet stage, will dictate what initial bonuses and policies you can adopt when entering the next stage. All of the various 'Wins' end with your nation unifying the planet under a single flag and government. Once you have reached this point you will enter the "System stage"
PART TWO: SYSTEM STAGE
Once you have "conquered" your starting system, unifying all colonies under a single government, the game 'expands' and you can now colonize planets outside of your solar system.
The individual 'nations' present in the first stage, are now all under your control and you can construct new buildings and upgrade existing ones. Likewise, all of the systems colonies are now under your full control as well, along with any space colonies other nations may have produced.
All "ground forces" in the first stage are similar unified, and may now be kept or sold off as needed. Any space ships made in the first stage will also be carried over, but they will needed to be upgraded with your new "interstellar drive" to be able to leave your starting system.
Political control of your starting system moves from having to control each colony one by one, to making decisions that affect all the planets in the system. This bonus carries over to any future systems you colonize. As with all other 'stages' new tech and new option become available under the menus. (example, the "Planetary Policies will change to System wide Policies)
The biggest change that will happen, is that the rest of the galaxy and AI's will start 'moving'. They will all start at the same point as the player, with a single unified Star System (of course the nature of that system will be a mix of pre-programmed aspects of the race, and some randomly generated variables) For the most part the System stage is framed as "The Age of Exploration" Founding new colonies will still be expensive and time consuming, but the colonies founded will go onto become your "Core Worlds". Also you will be able to send out "Research" and "Exploration" missions, which can advance science and chart new worlds ((See RESEARCH))
These will be the worlds that will shape the Cultural, Political and (if a player wishes) Spiritual Core to their Empire. While the 'system' stage itself tends to be one of the shortest, it can have long lasting effects upon how your Empire is viewed. The System Stage is also the earliest that a player can encounter another alien race, and typically those you meet at this point will become either your long-term ally, or hated rival. ((Depending on the size of the galaxy, or the amount of races, a player may not meet another race till the next stage.))
A Player will exit the Stage when they have colonized 15 colonies as long as they are in a minimum of three star systems. Once they 15th planet has been colonized, a pop up will appear and (after a cut scene perhaps) a new menu will become available called "SECTORS"
PART THREE, SECTOR STAGE
'Sectors' are new concepts created to further reduce the need to micro manage your ever-expanding Empire.
Sectors stage is achieved when a player has control of three or more systems with 15 or more planets. The concept of a Sector works along the lines of the rest of the game to expand the notion of "what is your Empire" As you expand, a player should think of their Empire in bigger and bigger terms. From one planet, to a system, to now, a whole region of space or a 'sector'.
A Sector, and all planets inside of it, will act like a large "nation". All planets inside of a sector will share various bonuses. Any ships inside of a sector your control will likewise have various speed and other bonuses added. Trade becomes more profitable as you are trending with "neighbors" whom you all get along with. Governing is also more bored, instead of dictating governments from system to system, you can now dictate all planets with the sector to share a single unified government.
You can of course make exceptions if you choose, and any "Non-Warp" civilizations will continue on unless of course you have chosen to conquer them ((SEE NATIVES)).
A sector is "constructed" by linking together three or more star systems with a minimum of 15 planets and a maximum of 30 planets. Your first Sector is given free once you achieve the requirements. Future sectors have a cost associated with the total worlds and systems inside. (the more systems, the bigger the cost) Once you have your first sector, expansion becomes much faster as you will have more specialized colony bases to choose from.
You will no longer have to build a colony in the original slow bit-by-bit fashion ((See Colonies for more detail)) You can "Buy" additional sector space by once again linking a mix of 3 to 6 systems with 15 planets or more. Of course now your 'colonies' will be simplified mining or research colonies, which are faster to produce and settle. A player will have to still "colonize" at least ONE planet in a system to "claim" it before they can construct the specialize colony modules on other planets or on asteroids or Gas giants. This restriction however is lifted in the Galactic stage.
This stage is also where a player will meet with most of the rest of the other AI races in the game, as well as the earliest that the "Galactic Senate" can be founded. (For detail see "Galactic Politics")Depending on how someone is playing, the Sector stage can be either quick or long. A player does not leave it until they have "purchased" two additional sectors, which will label them as a "Galactic Empire" This means entering the Final stage requires a mini
PART FOUR, GALACTIC STAGE
Upon the "purchase" of the players third sector, the game will go into the final stage.
The Galactic stage is where those that want "BIG" games can really let loose. Like with Systems and Sector, passing into the "Galactic" stage will create a new boundary as it where around your empire. Instead of your sectors being unconnected "bubbles" a player will see a new line encompassing all of their sectors. Game play will change little from the Sector phase, aside from the additional new tech, policies choices, racial bonuses, and access to the "ultimate" ship size, the 'DoomStar'.
One of the big changes will be the scale of "Colonies" and construction projects. Under ship Designs for 'civilian' ships, a new category will appear called "Stellar Constructions" These will be massive construction projects that will have to be placed on Dreadnaught or Doomstar sized ships. ((SEE 'SPACE COLONIES)) The point of these constructions is to basically utilize virtually ANY system. Systems with perhaps only an asteroid belt and no planets, or ones with just a Gas giant without having to have a settled colony in the system. Even "Empty" Systems with just a star and no planets can be used for resources now. Also "Super projects" become available such as a things like a "Ring World" or a "Star Furnace"
Another feature is that you will be able to pick a 'Galactic' form of government. This will be a single unifying government that will oversee your Empire based upon the government you have been using. ((SEE GOVERNMENTS))
Now though out the game, the game play has been moving to avoid massive micromanaging things. Going from controlling planets to systems to sectors, to your whole Empire. In the Galactic stage however, for those crazy players that ENJOY Micromanaging every little detail, the options for all other colonies become available again.
What this means is that, if a player wishes to, they can go back and change policies and settings for individual systems and sectors again. You could have one Sector set under a "Democratic" government and another set to "Socialistic" government. Aside from indulging Micromanagers, this will allow a player to have a chance to explore multiple government options in the Galactic stage and see how they compare to one another.
The Galactic Stage is where most players will begin setting things up to "Win" the game. Most of the 'basic' win conditions are the standard:
Kill everyone else. (Military)
Have everyone "Surrender" to you. (Military)
Be elected Galactic Ruler. (Political)
Other 'Win' conditions that had been discussed, in the interest of keeping things interesting.
A 'Galactic' Colony ship: build a Mega Colony ship to settle another Galaxy (Science/Industrial)
An 'Ascension' win: race evolves or "ascends" to higher plane (or something) (Science/Culture)
An 'Unification' win: Peacefully co-opting all other races into your Empire (Culture/Political)
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POLITICS AND DIPLOMACY
INTERNAL POLITICS
As with the rest of the over all "theme" of customizing your game as much as possible. The 'Political' part of the new revised game will encompass a vast amount of choices and options as well as being able to "grow" with you empire. New research unlocking new bonuses far down the road, also new bonuses and option will become available at each 'stage' of the game.
Depending on the choices you have made in the Planet Stage, you will enter the System stage under one of the following government systems.
Democratic Republic
Constitutional Monarchy
Theocracy
Dictatorship
Socialistic
Depending on how you "Won" the planet stage, your government type will have an additional Suffix added of "Militaristic", "Scientific" or "Diplomatic". So a player may have a "Scientific Dictatorship" or a "Militaristic Constitutional Monarchy". Basically these will give you 'bonuses' on top of the ones you are receiving already from your starting government type. These choices will also dictate how easy/hard it is to go to another form of government.
If you say start off as a Dictatorship, it may be a long time before you could switch to a Democracy. But if you won through the "Diplomatic" method in Planet Stage, than it becomes a bit easier. Players are encouraged to stay with a single government. The longer you are in the same government, the more it "Grows" So your Planet Stage "Democracy" would become at the end of the System stage a "Federation" with more bonuses. And then evolves to a "Galactic Federation" with yet more bonuses. As just an example, you may have something like the following.
Democratic Republic -->Federation--> Galactic Federation
Constitutional Monarchy -->Imperium--> Galactic Empire
Theocracy -->Holy Order-->Galactic Holy Order
Dictatorship -->Dominion-->Galactic Imperium
Socialistic -->Unification-->Galactic Collective
However if you start as one government (say Democracy again) and then choose to switch to a Dictatorship, you will have to wait longer before you can get to the 'next level' of your government, so while you will still, eventually, receive all benefits you take a much larger initial hit in production.
Also, as mentioned previously when a player enters the Galactic stage, they can choose to change the governments of smaller components if they wish. A limiting factor to his would of course be size. You could set a Sector to a "Federation" government, but not a "Galactic Federation" likewise a planet or a system could be set to "Democratic Republic" but not be set to "Federation"
SOCIAL POLICIES
Just because you a brutal Dictatorship, doesn't mean you have to be "Evil"
Social Policies are a set of bonuses that, once again, change from stage to stage. While your over all government allows you to dictate how you run your Empire, your social policies allow you control over how your "citizens" are managed. Certain Policies will be available to all forms of government, but of course others are only available to specific types ((Universal Suffrage for instance may only be available to Democratic, Socialistic and Constitutional Monarchies))
As with the governments, your social policies "grow" over time from stage to stage.
ALIEN DIPLOMACY PART-A
Interaction with the other AI's is something that has been an issue from the start of 4X Games. Mostly due to suicidal AI's or ones that will randomly stab you in the back no matter how long you maintain peace with them. Something like an AI is hard to speculate exactly how it would behave, however in the various discussions some of the primary things that an Ai should "respond" to would include:
*Overall Industrial Production: Having a 'weak' military shouldn't hurt you if the AI knows you can make a dozen 'DoomStars' in just a few turns.
*Overall Economy: Similar to industrial might, having a huge economy with lots of money.
*Political Policies: Basically weather your polices are similar to there’s or not
*The 'Fail' Counter: A system for an AI to "count" how many times it looses an engagement with the Player. The more it fails, the less willing it becomes to attack the player.
*Economic Loss: If an AI has just lost a huge fleet that constitutes a large part of its industrial base, it will be less likely to attack.
*Friendship points: A concept only briefly discussed, it was basically considered that, the longer you maintain a "friendship" with an AI, the more "points" you build up. If you go to war, the points reset. Basically the higher the points, the less likely an AI is to go to war randomly against you.
By taking into account these factors it was hoped by those discussing that it would reduce the level of constant attacks by weak AI's as well as safe guarding alliances and friendships. In terms of interacting with AI's directly the options discussed came down to the following.
*Non-aggression pact: Basic "we wont attack you if you don't attack us" an AI would have to break this pact BEFORE declaring war on other player.
*Research Treaty: Increases research by a % of Industrial output and income.
*Open Borders: Instead of the standard "being allowed to move units through an AI's area" Open borders was discussed as having a much larger effect. In any modern or future setting, information flows freely. Certain things you would expect to automatically find out about from a friendly AI. Once Open Borders is declared, you will automatically know the "map" of a friendly AI as well as their Industrial Power and Economic strength.
*Trade Treaty: After Open Borders is declared, you can then form a trade agreement where you can buy/sell resources or cultural artifacts ((SEE CULTURE))
*Exchange Tech: Sub menus, Exchange tech for: Money, Other tech, threats, etc
*Give Gift: Money-Tech-Planet/System-Unit
*Declare War on/Declare Peace with:
*Alliances: A full Alliance would offer several benefits. Those in it would share research as well as much higher trade agreements. You can research one thing twice as fast, or two items and share in the discovery.
Another option briefly discussed was on "giving" a unit to another AI. A concept that was floated was, instead of just "giving" an AI a starship, or even a fleet, but 'selling it instead. This gives a Player a new path and a new dynamic in the game. If your ships our superior, you could become an arms merchant, building ships and selling them to smaller nations. Or you could build cheap ones to sell to smaller nations etc.
ALIEN DIPLOMACY
Another aspect discussed concerning AI's was adding more 'Random' components to how they behave.
In past games, a certain race or nation ALWAYS acted a certain way. Just as in Civ games India is always peaceful, America expands fast and Germany is always a dick, in most Space-Civ games the generic 'brain' aliens were always smart and peaceful, the generic 'robot' aliens were always genocidal and wanted to kill everyone and so forth.
A concept for adding variety into different races was considered so that each new game, the interaction might be fresh and different. An aliens culture might preclude it to having certain types of pre-set up Diplomacy and governments. They might act similar from game to game, but the politics that governs them could be very different. Certain generic aliens may still always follow certain goals, but their behavior would at least be different from game to game.
ALIEN 'HARDNESS'
Something that has always been troubling is finding the perfect balance of a challenging AI,
that does not slip into the "cheating curb stomp" path.
Most 4X Games of the past have made the AI "Harder" just by allowing it to "cheat" usually by making units cheaper or letting it research tech faster etc. "Hardness" level was ONE thing that no one seemed to have a consensus in terms of how to fix, and should a new 4X game be re-made, is something still open for discussion.
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ECONOMICS
THE ROLE OF MONEY:
In many Civ and 4X games, money tends to end up being not very important, especially late in the game. Normally things don't really 'cost' anything, you tell a city or planet to build something, wait a while, and then magically it is constructed. Money is used only as a sort of "magic wand" that can instantly construct certain items.
An idea that was discussed, that may or may not make the game more interesting, was simply paying for things up front. If you wish to make a new Dreadnaught, you have to pay the "cost" of that ship before construction begins. So for buildings, upgrades and of course new ships, you first must have the available cash on hand before the item can be built. this concept was mostly imagined to make money more "important" in the game, and a resource to take better care of. Aside from "money" purchasing items also requires "minerals". Now of course like a real nation a player does not HAVE to pay all at once. The bigger % an item/ship is purchased with, the quicker it is built. So an item purchased with all money and minerals will take the much shorter to complete than say an item purchased at 50% of the actual cost.
TRADE AND FRIEGHTERS
In virtually all Civ and 4X games, there is some NPC unit for moving goods, food, money, etc to another colony or AI.
In the original discussion, there were two types of "freighters" discussed. One would have them as basically "non existent" units that would be called into existence whenever you wanted to move goods or people from A to B. The other option was having to build "real" freighters and trade ships that would then be used when a new trade route is established.
In terms of what Freighters would do, the primary use of them would be moving resources between planets. The three main "resources" would be Minerals, Food and 'Trade Goods' ((basically consumer goods))
The first two items are needed for balancing a Planets Economy. A Planet may use say "200 Minerals' but be producing only 20 minerals. So each turn you would need to ship 180 minerals to the planet or it's production and economy slows. Likewise a planet would need extra food sent to it if it is not producing enough. Also those resources can be sold or traded to AI's as well. A Player can trade one resource for another, or sell one resource for money.
Trade Goods are as an aspect of "Culture" by Cultural/Happiness buildings. Shipping these items to a colony you control can help raise happiness, or again they can be sold off to an AI. Trade Goods from an AI can also help to raise Happiness (the idea being getting items that are alien and aren't produced by your people makes them rare/sought after)
The idea of making trade ships "real" or not was one left open for discussion.
Real ships would add complexity and be something you would have to manage each time you make a new trade route. They would have to also be defended from pirates or Enemy AI's
"Non Real" ships would basically automate the process, but offer less realism and control.
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SCIENCE:[/b]
Of the various forms of "tech" in the 4X games, they are usually either a "tech tree" in which you research techs one at a time, and will end up with all tech by the end of the game; or a "randomized" research pool. Where you research different parts of tech, such as weapons, economics, energy, etc and get tech based on the level being researched. In the original discussion, it was widely agreed that the old system from "Master of Orion-1" was one of the best and simplest.
A player begins by allocating funds into different research fields such as "Propulsion, Energy, Economics, Civic, Robotics," etc. Each field would have, say 3 to 5 individual Techs you have the chance of researching. The more funds in a field, the faster the research. Also there may be bonuses or other things that so instead of 1 or 2 of a certain tech level, you may get 3 or 4.
All tech in the game would have two tags, "Civic" and "Military". A player can focus on one, or the other, or pic to research a balance of them. This basically is another way a player can play a game suited to his or her own personal tastes. Weather they want to militaristic, or more peaceful.
The nature of the tech would be a gradual improvement on existing systems, and every so often, you would come across some 'big' new tech. So your techs would be as an example "Industrial tech" or "Environmental tech" +10% +15% +20% etc.
One benefit to this sort of set up, is that it does not matter (much) if you don't get a tech. If you miss "Farming +20%" for instance, you may get later on "Farming +40" or +45.The original game went to "level 20" with a max of +100% to bonus. In a re-imagined game, it would be easy to extend the tech upgrades out for much longer. Obviously there would be many other techs for weapons, happiness, research etc.
Also certain tech a player will automatically get when they reach a new Stage. The different ship sizes for instances become available with each new stage reached. So while certain tech a player may get one game and not another game, the "important" tech. Ship hulls, Starbases, Colony Pods, and other "infrastructure" tech, will always be available.
RESEARCH MISSIONS:
As mentioned earlier, tech comes in "Civic" and "Military.
Research missions are one way a player can have more control about picking upcoming tech. As will be explained later in "Starship Classes" a player can designate a ship as a "Research Ship" and then dictate if it is a "Civilian" or "Military" research ship. When a player has built a certain number, they can be sent on a "Research Mission".
When the mission returns, (after a randomly set amount of time) a player has a choice of picking an upcoming tech based on the type of mission. So, if there is an upcoming military tech a player REALLY wants, they can send out a large Military Research Mission to be able to know for sure they can get it.
Research missions as they were originally discussed, can be used also for triggering 'random events' and other interesting aspects of the game. A research mission could make contact with an AI that you may not be able to physically get to for some time. Or perhaps come across "Ancient Ruins" that provide a free tech you may have missed earlier.
EXPLORATION MISSIONS.
Similar to Research Missions, Exploration Missions take place when you construct a ship and designate it as "Explorer" for Civilians or "Reconnaissance" for Military.
These missions were discussed to allow for more in-depth exploring of planets and space oddities to enhance a "Space Opera" feel to a game. Typically, when you send a ship to a system, you get a very basic "map" back. It will show how much usable land a planet has and what type of environment it has, and that is about it.
There are however many other special resources or bonuses, or sometimes negative random bits (Aggressive native wildlife) of a planet however that a player won't discover till they settle a colony on the planet.
Other features like "natural Wonders" or "Primitive Natives ((SEE RANDOM EVENTS)) a Civilian Exploration Mission however is able to uncover all of these items. Early on, when a player is building large colonies, sending out such missions can be very important in terms of knowing exactly what is on a planet before settling, or picking one planet over another. The Military version of these "Reconnaissance Mission" is also important. Normally a player will not get a chance to know what are "inside" an enemy ship till two fleets attack one another. A Recon ship however can 'scan' enemy ships from outside of battle and from a safe distance. Obviously they have the chance of being discovered and attacked, but such ships can be very small and inexpensive.
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COLONY BUILDING
DISCLAIMER: For Parts ONE Through , are all taking place in "Planet" to "System" stages. Once you get to the "sector" stage, you have the choice of constructing "simplified" colonies that will not require the same micro managing early ones do.
PART ONE A, PLANET GENERATION
To start with, the planets in our re-imagined game will try and have a much wider variety, both to break up monotony and add a bit of realism and variation. For planet generation there are three creation factors that were discussed:
"Size" "Usability" and "Bonuses"
Sizes can range from "Tiny" "Small" "Med" "Large" "Huge" for rocky planets (they’re of course other classifications for other types of colonies later on.) The larger the planet, the more squares it can possibly have. As a pure example, lets say a "med" planet has 6x12 squares or 72 spots for buildings.
The "Usability" factor dictates how MUCH of the world is viable. For sake of uniformity, lets say there are 5 "usability" options ranging from 20% to 100%. A "Perfect" at 100% world can use the full 72 spots of a med planet. But a "poor" or 20% med world would use 0nly 14 slots.
Bonuses are just that, extra resource bonuses for a planet. The exact types and % of bonuses don't really need to be done at this time, but basically they can be things like "Extra minerals/Science/farming/etc" Or occasionally "Ancient Ruins" which are basically 'goodie huts' and can be either harvested for free tech, ore preserved for ongoing Art/Culture bonuses/. Other bonuses could be things such as "Natural Wonders" or negative things like "Hostile Animal Life"
PART ONE B, SYSTEM GENERATION
The system itself will be more "basic" as generated.
Any system can have up to ten "features" inside of it. These include:
*Rocky planets, these are you standard 'earth sized' planets and can be colonized first and terraformed into "Earth-like" planets.
*Gas planets, these can range from Neptune sized to Jupiter sized worlds. Gas planets usually have large amounts of moons, which can become mining colonies. Occasionally they may have a 'moon' large enough to colonize.
*Ice planets,
*Asteroid belts, early on small mining bases can be founded on an asteroid belt to produce minerals. In the later game these can be upgraded into large manufacturing bases.
*Empty any system "can" have up to 10 features, but typically will be generated along 'small'-'med'-'large' systems with 1-3, 3-6, 6-10, features respectively.
A starting system, by virtue of wanting to give a player a "head start" Will always have at least 1 Gas Giant, 1 Asteroid belt, and 3 Rocky planets aside from the starting world. This will ensure they always have enough places to expand to get a good footing as well as move beyond the planet stage (unless starting in system stage)
PART TWO: BUILDINGS[/b]
With any colony there are going to be a LOT of buildings and upgrades. Typically all buildings will fall into one of the following types.
Housing
Farming
Culture/Art
Economy
Science
Industry
Mining
Military
The use of each building type is rather straightforward. There will no doubt be different versions of these, some highly specialized, some general and of course you can "upgrade" your buildings as new tech comes out making them more efficient.
Every new colony a player founds will start with the "Colony Center" a 2x2 structure that gives Industry, Science, Farming, Culture, Housing and Economy all in a single block.
This ensures that starting on a new world your settlers can get going quickly. This of course can be upgraded over time with new tech.
*"Housing" this is basically your generic "cities" where people live and are built to increase population. Now since no 'real' city JUST creates housing, every cityscape will put out a 'small' amount of Culture (Happiness), Science and Economy to help the colony. Now while you can keep building these city buildings, eventually you'll need specialized buildings to sustain them. A final note, because of how much goes on in them, I wonder if people think they should be larger, one "city" taking up 2 3 or even 4 spaces. After all, a "city" should hardly be the same size as a factory or farm.
*"Farming" the basic "food" resource for the game. As one would expect, you will need food to sustain your population or it will result in starvation. Extra food is automatically sent off planet via "freighters" ((See more under Economy))
*"Culture/Art" The name for this is changeable, it is your basic "Happiness" function. These buildings increase moral, keep people happy, and produce "Culture" which protects your borders from spies and is used in various diplomatic aspects ((see Diplomacy)). Culture buildings also occasionally produce "Great Art" which can be sold off to other AI's for large amounts of money, or put into Museum for increased happiness on a specific colony.
*Economy The generic 'money' buildings. Personally I'd like 'economy' to do more in the game they just raw money to hurry production. Wealth should be tied to prosperity in general and should have some factor in happiness as well. If a planet is making money = more happy. Loosing money = less happy.
*"Science" The basic "research" buildings. There should be some distinction between "research" buildings and "education" All schools and such, one would think would take place in "Cities". Research buildings aside from producing research points are also needed to utilize "Ancient Artifacts" to get free tech and other bonuses.
*"Industry" The generic "Making things" buildings. This is where all production happens, including other buildings. The more factories you have, the faster buildings are constructed or upgraded on a colony. Of course, industry uses "Minerals" and produces "pollution", if there are not enough minerals, production slows. Pollution in this version was discussed as being both a "decrease happiness" factor as well as decrease farming output (polluted land = bad farming)
*"Mining" Basically all things need 'Minerals' for production. All the money in the world can't make a ship if you have run out of "Supertonium" or whatever. Basically minerals are needed to make things, if you don't have "enough" production drops. Military the last building, aside from housing, is probably the most complicated. A Military base is where all Defensive buildings will go. A basic base will give you "slots" that you can fill with various defensive things to fight off invaders. As you expand, you can upgrade your bases with additional slots. Military bases will start off simple, but will become very expensive to maintain. A planet should only ever need maybe two or three of these on the whole planet.
"EXPANSION"
Building new buildings and expanding can be done basically "as fast as you can afford" Each new building takes resources and money. Early on, you'll build slowly since you won't have much of either. You may be able to only afford one, maybe two buildings to be constructed at a time. As your Empire expands, you can pay for the materials for construction much quicker. A 'Colony' founded late in the game (if a player wished) could have its whole infrastructure constructed over just a few years instead of one building at a time.
"SECTOR PLAY"
The early game could be thought of as "The age Exploration" Each world you colonize will become it's own independent nation. You are expanding early on for the thrill of exploration as well as simple resource gathering. Your new worlds become "copies" of your original, with fully developed cities, cultures, art, governments etc. However as your empire grows, and as it becomes easier to mine minerals and build industry, you will no longer need to build whole colonies just to get a few resources. Once you hit "Sector" stage, several new types of colony ships become open to build. The options Include:
"Mining"
"Military"
"Industry"
"Industry/Mining" (colony with 50/50 buildings)
"Science"
"Economy"
"Farming"
Each of these options can be made through a specialized colony module you would design a ship with. When the ship reaches its destination, it will produce a highly specialized 'colony'. A colony founded by one of these will no longer have a large grid of small slots for you to build everything, but instead will automatically construct facilities to maximize production of the type of resource you want. A colony like this needs only a minimal population and will grow fast.
While it produces ONLY one resource, it can produce that in far greater amounts then a normal colony could achieve. This will allow a far more streamlined interface in mid to late game, so that if you eventually have a hundred planets or more, you are not having to manage construction of buildings on every single one. You can simply put down one of these 'pre programmed' colony pods, and let it go.
Upgrades will happen automatically as new tech comes out.
SPACE COLONIES.
While several 'Space Civ' games have allowed the production of space stations, usually they are either for making ships, or for planetary defense. While our re-imagined game will of course have these options, we will be introducing a new aspect into it. The Space 'Colony'
Space Colonies will basically become "Mini" colonies. They offer you the chance to "stack" more production and population on an existing planet. The population and production from a Space colony would contribute to the over all income of the colony itself. Space colonies could also be used to "populate" dead worlds where a colony could normally go. Colonies would not receive any bonuses from a planet, but nor would they receive any penalties. Basically Space colonies, like a normal one, would have "slots" to build things but on a very limited level.
The first stage space colony for instance may have, say, just three slots with one of those automatically filled with a "Cityscape" moduol. Starting early on in the Planet stage, you will be able to research the tech needed to build small colonies for, initially, housing people and doing research.
In the planet phase these will basically be a Bernal Sphere (tiny station) and a Stanford torus (small station).
In the system stage you can construct O'Neil cylinders (med colony stations) as well as the first military stations (small-med sizes) for defending your planets, as the system stage is the first stage you could be attacked by other AI's or Space Pirates.
In the Sector stage you will begin to build 'really' big structures such as a "Halo" These will be constructed through the course of several 'colony' ships and can act as mini colonies, producing all a normal colonies goods except being able to mine minerals. "Halo" colonies can become very useful for expanding population or building commercial or social areas, but they can be very expensive to maintain and keep supplied.
In the galactic stage a player will get to "Mega" constructions, the largest of which is a full sized "ring world' that could take perhaps a hundred turns or more To construct and would require whole planets to be harvested for materials.