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  • #31
    Dear Amjayee, ElmoTheElk, Joker, Korn469, Leland and others,

    I am most glad and feel flattered, that at least one person, i.e. Amjayee, liked my contribution. It is indeed also my impression that my realism factors are completely compatible with the idea of preplanned action/orders. And it would certainly contribute to reducing the advantages of large overextended empires and create a real difference between pre-industrial and modern warfare/command structures. Building and maintaining good roads, having disposal of a well-equipped merchant marine, inventing railroads and telegraphy, would truly benefit your empire!
    In CivII the player seems to be not only all-powerful, but also all-knowing. I know this is just my opinion, but it didn't elevate my gaming pleasure. On the contrary, it is my belief that uncertainty, some randomness, and many unpredictable elements will raise the excitement.

    I also would like to make some remarks about warfare in general. Most games -and Civilization is no exception- present a completely distorted picture. The units in CivII seem to possess some 'divine' immortality. In reality most military campaigns were relatively short and armies disintegrated as quickly as they were recruited.

    'Disease was a greater threat to the health of Civil War soldiers than enemy weapons. This had been true of every army in history. Civil War armies actually suffered comparatively less disease mortality than any previous army. While two Union or Confederate soldiers died of diseases for each one killed in combat, the ratio for British soldiers in the Napoleonic and Crimean wars had been eight to one and four to one. For the American army in the Mexican War it had been seven to one. Only by twentieth-century standards was Civil War disease mortality high. Nevertheless, despite improvements over previous wars in this respect, disease was a crippling factor in Civil War military operations. At any given time a substantial proportion of men in a regiment might be on the sicklist. Disease reduced the size of most regiments from their initial complement of a thousand men to about half that number before the regiment ever went to battle.(!)

    Sickness hit soldiers hardest in their first year. The crowding together of thousands of men from various backgrounds into a new and highly contagious disease environment had predictable results. Men (especially those from rural areas) who had never before been exposed to measles, mumps, or tonsilitis promptly came down with these childhood maladies. Though rarely fatal, these illnesses could cripple units for weeks at a time. More deadly were smallpox and erysipelas, which went through some rural regiments like a scythe. If soldiers recovered from these diseases and remained for some time at the training or base camp -where by poor sanitary practices and exposure to changeable weather they fouled their water supply, created fertile breeding grounds for bacteria, and became susceptible to deadly viruses- many of them contracted one of the three principal killer diseases of the war: diarrhea/dysentery, typhoid, or pneumonia. As they marched southward in summer campaign, many of them caught the fourth most prevalent mortal disease: malaria. A good many Union occupation troops in southern cities as well as Confederate soldiers camped near other cities -especially Richmond- experienced another soldiers' malady, venereal disease, of which there were about as many reported cases as of measles, mumps, and tonsilitis combined.

    Disease disrupted several military operations. Lee's West Virginia campaigns of 1861 failed in part because illness incapacitated so many of his men. One reason for the abandonment of the first effort to capture Vicksburg in July 1862 was the sickness of more than half of the Union soldiers and sailors there. Beauregard's decision to abandon Corinth was influenced by illness of epidemic proportions that put more than a third of his army on the sicklist. By the time Halleck's Union army had established its occupation of Corinth in early June, a third or more of the Yankee soldiers were also ill. Nearly half of the twenty-nine Union generals came down sick during the Corinth campaign and its aftermath, including Halleck himself and John Pope with what they ruefully called the "Evacuation of Corinth" (diarrhea) and Sherman with malaria. Halleck's failure after Corinth to continue his invasion into Mississippi resulted in part from fears of even greater disease morbidity among unacclimated northern soldiers in a Deep-South summer campaign.'
    (source: J.M.McPherson: 'Battle Cry of Freedom',1988)

    Here are some hard figures about the Thirty Years' War(1618-1648), underlining this same point:

    'One might wonder why any man would freely join such a force; and indeed, many soldiers served in the ranks against their will. The troops from Sweden and Finland, for example, were recruited by a form of conscription known as the indelningsverk, which obliged a specified community to provide a certain number of soldiers. Most of them were peasants: in the voluminous (but as yet little analysed) records of the Swedish and Finnish forces serving Gustavus Adolphus and his daughter, bönde (peasant farmer) is by far the commonest entry in the enrolment lists. They came from villages like Bygdeå in northern Sweden, which provided 230 young men for service in Poland and Germany between 1621 and 1639, and saw 215 of them die there, while a further five returned home crippled. Enlistment was thus virtually a sentence of death and its demographic impact was profound. The number of adult males in Bygdeå parish steadily decreased -from 468 in 1621 to 288 in 1639- and the age of the conscripts gradually fell as more and more teenagers were taken, never to return. The social impact was also high: at first, the 'idle poor' tended to furnish most of the recruits, but after a while it became the turn of the younger sons of more prosperous families, and finally the only sons of even rich peasants were called to die away in Germany. In some smaller settlements, by the end of the 1630s, every available adult male was either on the conscription lists, already in the ranks, or too crippled too serve. Total losses in the Swedish army between 1621 and 1632 have been estimated at 50,000 to 55,000; those between 1633 and the war's end were probably twice as high. Clearly the war was causing depopulation in Sweden and Finland on an unprecedented and -ultimately- unbearable scale.
    (NB.: Since the population of Sweden in 1600 is estimated at only well over one million these were unbearable losses indeed; Finland had only about 200,000 inhabitants)

    Of course, there were many other causes of military losses unconnected with fighting. When Christian IV's headquarters were at Tangermünde on the Elbe, in 1625, "the stink of the camp got up one's nose" (in the words of a chronicler) and, before long, disease had reduced the Danish forces substantially. The Imperialists quartered in Hesse-Darmstadt during the winter of 1634-35, after their victory at Nördlingen, were forced to sleep ten and twenty to a house; it was therefore not long before illnesses due to overcrowding took their toll. In the Scots Brigade serving in Germany between 1626 and 1633, some 10 per cent of the regiments were sick at any one moment, with epidemics increasing the rate dramatically from time to time. For example, the Scots who garrisoned the lower Oder in 1631 lost 200 men a week from plague, and more still from camp fever (typhus) and the other illnesses common among early modern armies.'

    Wastage rates in selected regiments:
    4 English regiments:
    1627 June: 4,913
    1627 Oct.: 3,764
    1628 Apr.: 1,882
    1628 May : 1,630

    4 Scots regiments:
    1630 Jan.: 1,900
    1632 Mar.: 1,300
    1634 Oct.: 200

    3 Swedish regiments:
    1631 Sept: 2,577
    1632 Mar.: 1,212
    1632 Dec.: 828
    (source: G.Parker: 'The Thirty Years' War',1997)

    Parker arrives at a monthly loss of lives ranging from 2 to 20%.
    And here is an example of an army that almost literally melted away:

    'Meanwhile, Napoleon's Grande Armée was shambling across the Russian plain. It was a long, hot summer and thousands of soldiers succumbed to heat exhaustion before it was decided to march only at night. Discipline had degenerated. Supplies were short. Evidently, Napoleon's quartermasters had counted on scavenging to meet a large part of their daily requirements, but the retreating Russians left behind them little that was edible. Most successes that were achieved in foraging were made by the more experienced French soldiers and this, added to the stingy paternalism of the French quartermasters when distributing supplies to the contingents of their allies, intensified the hostility of the non-French towards the French. The horses suffered even more from the supply shortage; many of the died from bad feeding, while others were themselves eaten by the soldiers. By the end of August many of the non-French troops were barefoot and their dust-caked uniforms little better that rags. Stragglers were numbered in the thousands; some of these were merely ill, for typhus and dysentery were spreading, but the majority were lagging behind voluntarily as a tactical preliminary to desertion and return home. Above all, water was short. The few good sources were usually tainted; occasionally a corpse or an amputated limb would be found in a spring or pond, deposited by the retreating Russians and perhaps recalling to the French soldiers Napoleon's utterance at Smolensk: "how sweet smells the corpse of an enemy!"

    Thus, despite the legend of the subsequent retreat from Moscow, it was the advance which caused most damage to the invaders. There was never any need for the Russian army to fight a set-piece battle, for Napoleon's forces were disintegrating day by day. However Kutuzov was persuaded by public opinion, pressure from St.Petersburg, and the enthusiasm of his junior officers, to make one stand before Moscow. So in early September the Russian army stopped retreating and formed up in a defensive position on high grounds near the village of Borodino, commanding the Smolensk-Moscow highway about seventy miles west of Moscow. The Russian forces numbered about 120,000, of whom 10,000 were hastly raised and half-trained militia sent out from Moscow.

    By this time the French army had shrunk from the half-million, with which it had begun the campaign, to a mere 130,000, and was already slightly inferior to the Russians in artillery. Napoleon decided to make a frontal attack on the opposing positions, probably fearing that otherwise the Russians would be tempted to retreat once more and deny him his long-desired victory. At the end of a hard-fought day, in which positions changed hands time after time, the Russians began a slow and orderly withdrawal. Although the French had won the battlefield they had not won the war, for they had not destroyed the opposing army. At Borodino, which Napoleon later adjudged his most expensive and terrible battle, the French suffered 30,000 casualties and the Russians 40,000 (some Russian historians give the French casualties as 68,000; some French historians give the Russian casualties as 60,000). Bagration was mortally wounded and died some weeks later at his country estate. Barclay, as though conscious of his recent unpopularity, deliberately exposed himself in the battle, emerging a hero and uninjured.

    A week after leaving Moscow there was a heavy engagement with Kutuzov, resulting in both sides retiring to lick their wounds. Napoleon was forced to retreat along the road by which he had advanced, via Borodino with its still-unburied corpses. Although Kutuzov, to the disgust of the British general who was attached to his headquarters, avoided close engagement with his retiring opponent, Cossacks and partisans were quick to bring a bestial death to stragglers or lagging detachments. The first snow fell in the first week of November. Neither the cavalry nor the artillery had been supplied with winter horseshoes and it was not long before most of the army's horses disappeared. Without horse transport the supply situation became catastrophic and more men dropped out by the roadside. At the end of November the Russians were outmanoeuvred for a few precious hours, enabling most of the army to cross the river Berezina, but thousands of stragglers and camp followers were killed at this point, drowned, trampled underfoot by their comrades, or massacred by Russian guns. It was not until early December that the really cold weather set in. Contrary to the impression given by Napoleon's apologists, there was no early winter that year and the French were not defeated by the cold. The cold, when it came, only finished the job. In the final count probably four-fifths of the half million men who followed Napoleon into Russia were lost, and only a few of these died from cold.'
    (source: J.N.Westwood: 'Endurance and Endeavour, Russian History 1812-1992',1993)

    So in the end Napoleon -who is generally considered a fairly good general- was defeated by an efficient use of scorched earth policy, inadequate supplies, weather conditions (summer heat and winter cold), diseases and mass desertions.

    Finally I would like to remark that it seems to me rather premature to condemn a game system not yet existing as inevitably boring, because it could incude an element one doesn't like, whether preplanned turns or realistic delay of information/command dissemination. By far the most exciting and demanding game I have ever played is the board game Diplomacy, which has preplanned turns, but no information lag. Yet I do not doubt there also exists some boring game with preplanned turns! In the end tastes differ.

    Sincere regards,

    S.Kroeze
    Jews have the Torah, Zionists have a State

    Comment


    • #32
      An interesting post once again, S.Kroeze. I like history very much, but don't have time to read it very much - so it's good that you offer me some short chunks easy to read and digest in a limited time. About delaying the orders and chat messages, I think it is quite essential realism factor. I suggest we add it, but make an option with which it could be disabled if players wish. I also really start to like the new turn-based real-time strategy game concept we are forming. It could be really revolutionary if we manage to make it good and balanced. I just hope that I could have time to make a proposition for the system - or that someone else had the time to do it.

      Comment


      • #33
        I reread some post I, amjayee, korn and others made and it seems Korn's system and mine aren't that different as we might thought. We both agree with the real-time turn-based system. Some differences though:

        The turn lenght isn't just based on the units action points, and units don't move each by each, but simultanous in my system. The time a turn takes is fully dependent on many things like # of armies (I don't like to use the word units), # of regions, # of players and most likely much more. This is because the player can change things like tax rates, order queues, build queues and more real-time, so the time needed for this kind of planning when it's your turn is reduced (to a minimum). So, turns go by relatively quick (good for other player during multi-player) and it's still turn based.
        Don't really know if Korn's system is also real-time as you can change such things all the time or just in your turn, but then it's a (big) difference too.

        Further, both systems seem to have much things in common. To get amjayee happy, we might figure out some sort of way to include some of the simultanous turn system features into ours. This system also have some nice features (as much time to plan as you like, within time limit).

        Can others also give there opinion about this? Since this is a really -=BIG=- part of the game design, I think we should at least have to agree with all designers.

        ElmoTheElk

        Comment


        • #34
          I haven't been able to post for a while now, so I'll be commenting some pretty old stuff. But first, let me get over with the mandatory positive reinforcement part: S. Kroeze, you can count me in your fan club. Your posts are most useful in providing the necessary background information to achive the goal of realism. Keep up the good work. And Korn, thanks for the enlightening new ideas regarding action points, this is surely something that could be incorporated in the game in one for or the other.

          Roads:

          One has to bear in mind that the game will attempt to cover human history from prehistory to modern times. There will be vast improvements in technology and infrastructure. So what is the most sensible way of buiding roads, for instance, and how should the improvements be shown on screen? For example, the muddy path between St. Peterburg and Moscow may not even be categorized as a road in modern terms, but in its time it playd quite an important role in Russia. If such (and worse) roads are visible on the map, there will be a time when almost every tile would have to have some sort of road to be realistic. I believe it was chrispie who pointed out earlier that this does not look good.

          One solution would be to have two kinds of roads: visible pathways between two points, and a region improvement. The former would indeed show on the map, and it could even be drawn by the player, but the latter would be just some sort of movement bonus added to every tile within a region. The same idea could be applied to other kinds of infrastructure as well: electricity, water pipes, schools and who knows what else we'll come up with. what do you all think, would this system work?

          Map:

          A week ago in the meeting the differences between GGS and Civ2 were discussed. As a kind of a conclusion it was realized that when the "small" (relative small in terms of tile count) map in Civ2 encourages players to think "this tile has a mine and a phalanx", in GGS the player would (or should) instinctively conceptualize the situation as "there is some mining and military presence in this area". That is, individual "tiles" and their properties would be secondary (in fact, only terrain is something that is tile based, other entities could use convenient abstractions like "areas" and "paths"), they would be more like coordinates where other entities refer to. The difference may not be so large, but I believe I should explicitly state this approach in the design doc to avoid misunderstandings.

          Game time vs. real time:

          It has been planned elsewhere that the game should span from the rise of the first cities to modern times, that is approximately 6000-10000 years (okay, my memory isn't what it used to be ... correct me here!). if one turn translates to one year, that gives 6000 turns. If one turn lasts fifteen minutes, one game would go on for about two months, 24/7. Doesn't sound too bad. But if the turns would be partitioned to months, it would take two years to go through one game. This is something undesirable to most players, expecially since 15 minute turns aren't that long. Also, the amount of time a single player can afford to a gaming session is something between 1-5 hours, in other words 4 to 20 years. Is this enough? When the player logs off, the game world goes on and the next session might not come until 80-100 years. What guarantees are there that the civilization isn't completely wiped out by then?

          The speed of the game will be configurable, of course, but there is always the tradeoff between providing enough action for on-line players and not ruining the game for the off-liners. Unless we give up on the concept of logging in and out of the game, but it is my humble opinion that this is one of the cornerstones in this project. AI won't be the magic bullet, because an AI which could not only keep the civ up and running, but also follow the path laid out by the human player is pretty difficult to implement. "Dummy AI" just isn't enough.

          Finally, I believe that if a fast paced semi-real-time system is adopted, this will inevitably make the game immensely more complex. Seasonal changes, weather conditions, delayed information and lots of other details have to be taken into the model, whereas a simple one year/one turn system would work with more abstract terms. Needless to say, this is the reason why I am inclined to disagree with the suggested model.

          Multiplayer:

          The discussion in this thread has seemed to assume that all players all on-line all the time. Problems arise when we have a human player against a bad AI substitute. If the AI is not cheating, the absent player will be quite dissatisfied with the result once he logs in to see that his army has been crushed. On the other hand, if AI is cheating, it frustrates the human player posed against it. If the old system of one year turns would be used, the problem would not be quite as bad since strategies would not be quite as complicated as they are in real-time. One more reason why I am against the new system.

          What about PBeM games? This is impossible in real-time mode, so should we support it at all? Then again, it would be a perfect way to play with long preplanned turns.

          Diplomacy:

          I must disagree with the notion that diplomacy should be delayed or restricted. If players cannot contact each other within the game, they'll just use ICQ. Not everybody will, of course, but those who do have an advantage over those who don't so I think every player should be guaranteed equal chances for communication, even in the expense of realism.

          Another troubling thing that was suggested somewhere above is that player could call a diplomatic summit and effectively pause the game by doing so. This I highly disagree with: the players who needed more time to move/think could call the summit just to finish whatever they're doing, thus making the game slower for others. I think that diplomacy with other players should be done completely independent of the rest of the game flow.

          Turn order:

          So far, I think there are three different proposed systems. First, there is the old preplanned turn order, where conflicts between players' commands would be resolved without any additional input from the players. I kind of like that approach. Anyway, then there is Korn's suggestion which adds more real-time elements to the mix and Elmo's system which has great resemblance to simultaneous turns in Civ2. I think these two turn order models have some problems, but because this may be only because I haven't understood them properly I would like to have some thing clarified:

          Korn, how long would the turns in your model last, and what is the length of the turn dependent on? Is there just a fixed time limit, within which the player should move his armies? Also, what level of strategy do you have in mind? How many armies at any given time (maybe compared to the number of regions), how specialized would they be, how detailed the combat situations? You also mentioned that mines among other things should have action points, so how fundamental to the game would you make the action point philosophy? What are the things that are done on a turn-by-turn basis, and what happens gradually with action points? Production? Riots? Economy? Migration? Disease outbreaks? Building? Science?

          Elmo, in your system I see the problem that people have to respond to each other's actions. What of someone chooses not to? And what if a player waits close to the end of the turn before using all his action points, then he'd have an advantage because of the knowledge what everybody else moved. The way I see it, this would result in games where everybody waits for the last possible moment before quickly moving their armies, and in such situations fast clickers would certainly be rewarded.

          I think that simple, preplanned year-by-year turns are sufficient for the purposes of the game. This allows us to make many simplifications. For instance, the delayed information is not such a problem because even though it could take months for a message to travel from one end of the empire to another, it rarely takes years (granted, sometimes such delays happen, but based on the examples provided by S. Kroeze, such cases are not the norm). Also the strategies of armies could be kept more simple. Wars wouldn't take more than 5-10 years or less, though this number varies in different points of history. Anyway, the combat would inevitably be strategic for the simple fact that there is no tactical level. So, there is also no need for an AI to handle the tactical decisions and carrying out a multitude of orders. Thirdly, again inspired by S. Kroeze's rambling , it seems that the most serious threat to an army is deterioration, not a superior tactical genious on the opposing side. Thus, logistics, infrastructure and simple straightforward campaigns become more emphasized than military tactics, IMHO.

          (As a sidenote, even if I don't yet accept the real-time model, if it was used then why is there a need to have any turns at all? Everything could just flow real-time, and the players could pause the game whenever they wanted, but the "pausetime" would be limited and would regerate slowly. Just a thought)

          Anyway, in the beginning of this post I did compliment the idea of using action points. This is because I think they are an excellent way of resolving conflicts between different units, even if they wouldn't be visible to the player. A great idea, actually.

          Summary (for those who didn't bother reading ):

          Amjayee, you always crack me up with those "all we need to do is design" comments.
          Seriously, I think that the following issues should be solved:

          1. Game length, turn length, average game session length, pace of the game?
          2. Delayed information vs. the integrity of the civilization from POV of the player?
          3. Real-time or preplanned turns?
          4. Number of thingamajigs to move around on the map? (I suggest that there will be less armies than regions)
          5. How the turn order affects all the other aspects of the game beside combat?

          Hopefully we can come to a solution which satisfies us all enough to be put in the design doc, at this point I am not going to make any suggestions for changes because I am not yet quite sure what we want. Maybe later. Ciao.

          Leland

          Comment


          • #35
            first things first...i just suddenly had a giant insight into how some (many?) could possibly be thinking

            suddenly i just saw a game with territories on the map like a computerized version of risk and the armies present on the map are more akin to pieces in risk than Age of Empires...

            suddenly i had a vision that a strategic interface would be sending the 1st Armored Corps supported by the 12th and the 33rd Infantry Divisions...the player does nothing except tell his armies that Egypt wants to annex Ethiopia and they are supposed to take an agressive stance and that the player is willing to accept X amount of causulties...

            suddenly i saw a game that it would almost be pointless to have it in realtime except for the simultaneous moves parts

            do u want a game where moving units isn't even a truly applicable term?

            is my vision of this game really that different?

            ok so first things first

            should the game feel more like Risk^+ rather than Civ2^+...i have never played diplomacy so diplomacy might be a more fitting example

            when i think of the game i sort of think of a real time version of a fully 3D civ2-esq map with units and town on it kinda like civ2 meets RailRoad Tycoon 2

            i think of when u move a unit it takes losses to attrition, and that over time a unit loses morale...i think that training should be something accomplish on the map in my vision

            but do u want a loss attributed to logistic shortcoming on a little army report? do u want training as something part of the budget goes to?

            in your vision are you playing Bill Gates or Steve Ballmer? (the former is the CTO and Chairman of MS, the latter is the CEO) in my vision we are Steve Ballmer, making many strategic decisions and many operational ones(strategic --> Operational --> Tactical --> Grunt work in the trenches)...

            in your vision are you bill gates and never handle anything less than a strategic decision?

            strategic: The Republic of Tokera must defeat the Empire of Gal'ish
            operational: 50 Tokera Divisions must overcome 45 Gal'ish divisions
            tactical: A Company of the 1st Platoon must sieze that ridge
            grunt work: only fifty more boxes of ammo to load in the next few hours

            korn469

            ps ponder that

            Comment


            • #36
              Those are pretty important questions you asked. It seems that everyone has his own vision what the game should be, but due to lack of communication there isn't yet a very comprehensive mutual agreement on many important issues like combat, for instance. The purpose of design doc and this thread is to come up with some sort of consensus on these things, which is why we need to present different alternatives and see what we really want from this game.

              Here's my vision (more accurately, my current vision, since I have noticed that the game evolves in my head quite rapidly while I think about this stuff ):

              The game indeed resembles Risk et al in the sense that the map consists of regions rather than tiles. Sure, the tiles are there, but there are so many that the player probably won't be concerned about them, much like a computer user is not interested in the pixels on the screen. The difference between Risk and GGS is that in our game the regions are dynamic, not static. At the beginning of the game the regions maybe as small as one tile, but when the game progresses the largest regions could consist of over thousand tiles. On the other hand, the difference between Civ-clones and GGS is that here regions pretty much take the place of cities. In Civ, however, there is the problem of ever-growing number of those cities and this causes tedious micromanagement. Again the dynamic scalability of regions would prove to be an asset: The number of regions would not grow linearly with the conquered land area. I believe these properties of the game would be quite revolutionary, if done correctly.

              Ideally, it would be best if we could simulate the whole world in great details, so that there would be strategic, operational, tactical and maybe even "grunt work" levels of abstraction. The player could just choose the level he wants to work with and a superintelligent AI would do the rest. However, I find this implausible and quite difficult to realize. Making the turns shorter (that is, having some shorter periods of time within turns, such as ticks, months or whatever) will require the modelling of the actions occuring within those time frames instead of just approximating them on the long term. Similarly, having lots of detailed units will force us to come up with interaction between them. Finally, there are many other aspects to the game than just moving, so if tactical combat is included it would be needed to include "tactical" resource production, politics and social order as well or the game would become a slightly inconsistent.

              In my opinion, GGS should have strategic and operational levels, and perhaps some tactical decisions. Tactics like "seize that ridge" are not applicable simply because of the granularity of the map.

              In short, I think I'd like to be a lazy Steve Ballmer... not even touching the tactical and grunt levels, but instead deciding strategies and carrying them out (or letting AI do it, sometime in the far far future). I disagree that preplanned turns, relatively small number of stuff to move or simplified strategies will necessarily be boring. It's all a matter of how the situation is presented to the players. Th movements of armies would still be *shown* on the map, the plans would be represented by (animated?) arrows, the player would give the orders by dragging and dropping, pointing and clicking and so on. It's not just "take over tumbolia, 60% casualties accepted, 20% annual budget available", but actually taking a couple of armies, choosing where to cross the borders, allocating the weak spots of the enemy, deciding best course of conquest (quickly through the plains, or safely through the mountains?), making sure logistics with mother civ works, assimilating the conquered area to your civ and suppressing rebels, ...

              (Ok, perhaps it is a little bit boring , but I see great difficulties in making a realistic game any other way without compromising with the world-wide, entire history spanning scope.)

              Leland

              Comment


              • #37
                at one time i was helping one of my friends design a RTS with the working title warblobs...here is the stuff that we came up with (this was before i ever knew apolyton existed...this is unchanged since about 1998)

                quote:

                Name slots cost time to build speed effects

                Hit points1 1 10 80 +0 +35hp
                Hit points2 2 25 145 +1 +75hp
                Hit points3 3 45 210 +2 +125hp
                Hit points4 5 115 295 +5 +245hp

                Armor1 2 25 150 +2 -2 to weapons damage/8 attacks in 15 ticks
                Armor2 3 70 200 +3 -4 to weapons damage/8 attacks in 15 ticks
                Armor3 5 195 280 +6 -9 to weapons damage/10 attacks in 15 ticks

                Shield1 1 45 100 +0 +60sp
                Shield2 2 115 190 +0 +145sp
                Shield3 4 385 350 +2 +375sp
                Battery1 1 35 90 +0 +1sp/45ticks
                Battery2 3 65 205 +1 +1sp/20ticks

                Area Shields 6 750 800 +7 +725sp/4squares distance
                Area Battery 5 225 450 +2 +1sp/20ticks/+5 units max 4squares distance

                Warp1 2 65 100 +0 unit can warp 9 squares
                Warp2 3 145 135 +1 unit can warp 15 squares
                Area Warp1 6 315 380 +7 +5 units 3squares away warp 12squares
                Area Warp2 10 620 540 +12 +10 units 3squares away warp 12squares

                Cloak 1 95 100 +1 cloaked until attack cloaks recloak in 60ticks
                Cloak2 1 135 100 +1 like wraith
                Cloak3 3 195 250 +3 unit is always cloaked
                Area Cloak1 4 360 275 +5 4squares distance like wraith
                Area Cloak2 7 500 450 +9 6squares distance all the time

                Detection 2 65 100 +1 spots cloaked units
                Camouflage 1 40 90 +1 -2 from enemies sight
                Mimic 4 235 445 +0 can make a unit look like the enemy


                Notes:

                1. Don all components always need to cost something, and hit points aren’t harmless. Every hit point a unit has it let us the unit live longer and shoot more. We must also give a person a reason to get shields. You could cheat if everything was free. For example a six slot unit costs 65, you had hit points one cost nothing. The gun on your weapons chart also cost nothing, so that means you could create a 65$ unit that has a gun and 150 hit points. (I choose six slots because it was cheapest per slot). A twelve-slot unit with an ultra AC20 shield3x2 and battery2x1 costs 2080 and that is 32 times as much as the six-slot unit. That 12 slot unit only has 800 shield points and 50 hit points, and if I’m reading your first chart right he does about 5 times as much damage as the six slot unit. That unit also has about six times as many shield/hit points as the six-slot unit. However, 32 six-slot units would take him any day and would probably lose only one or two units. In effect, he is totally useless.
                2. Don we also shouldn’t have unique components and charge more for a component if it’s on a bigger slot guy. We should use the size of a component to make one a must have for a unit and more than that to be a waste. Bigger slot guys should be more effective than little guys.
                3. Don on armor I see what you mean but I have an idea. Make the armor only effective against so many attacks in a certain time. Therefore, like with armor1 if it were attacked 9 times in 15 ticks it wouldn’t help against the tenth attack. Also another idea for armor. Either be able to put armor deep or put it wide. If it’s deep that means if you have two armor1 that means it blocks four damage from an attack but it only blocks eight attacks in 15 ticks. If it’s wide and you have two armor1 then it only blocks 2 damage per attack but it can block 16 attacks in a 15 tick period.
                4. Just to clarify, Area batteries charge surrounding units shields and not the unit with area batteries. Area shields surrounds a four square grid and normal shield batteries recharges it.
                5. Shields cost more but can fit more shield points per slot than hit points, so it’s cost versus protection.
                6. Camouflage shouldn’t be able to be detected.
                7. Mimic would make your mimic unit look like the enemies unit. It should also have a feature where your mimic unit can infiltrate the enemy. You turn on infiltrate and suddenly the enemy could click on him and tell him where to go and what to do. When infiltrate is on the only order you could give to the mimic is to cut infiltrate off. When the enemy looks at a mimic the screen should say that it is a completely healthy unit with zero kills or whatever. The mimic should also be unable to be detected by a detector. It’s not cloaked it’s just a fake. But unless the mimic has the necessary component it can’t have the abilities of the unit is impersonating. In addition, if the unit it is faking is a 5-slot unit then the mimic has to be five slots. If it’s a nine slot unit then the mimic would have to be nine slots. Also a mimic should always appear fake under CLOSE scrutiny. That’s why detectors won’t work on them. Mimics would be great for spying, suicide bombings, and converting the enemies units. In addition, when the enemy he is infiltrating attacks the mimic then he immediately goes back to your control. A mimic should be the probe that is always just standing outside of the refinery and never going in and acting odd. Then when you click on your fully upgraded probe it tells you that it isn’t upgraded and it’s just a basic unit. Then if you don’t think anything of it suddenly when your refinery is blown up or on f your other probes switches sides then you should figure it out if not you just aren’t too bright. (I compared it totally to star craft just to give you an idea of what I was thinking when I created mimic. I know it would be a little different in warblobs)
                8. Area cloak2 works all the time just like an arbiter, those units are always cloaked but the area cloak1 and 2 don’t actually work on the unit that has area cloak. You would have to buy cloak separately if you want it to cloak.
                9. I’m still thinking on weapons but I want to have specialty ammo. For example ammo that is more effective against armor and less effective against unarmored units, or hollow point ammo that kills unarmored units but armor is way more effective against



                quote:

                Name size cost time to build effects


                Warp1 small 0.8 100 unit can warp 9 squares
                Warp2 MED 1.6 135 unit can warp 15 squares
                Area Warp1 LG 2.1 380 +5 units 3squares away warp 12squares
                Area Warp2 XXL 3.5 540 +10 units 3squares away warp 12squares

                Cloak small 1.6 100 cloaked until attack cloaks recloak in 60ticks
                Cloak2 small 1.9 100 like wraith
                Cloak3 MED 2.5 250 unit is always cloaked
                Area Cloak1 MED 3.3 275 4squares distance like wraith
                Area Cloak2 LAR 4.5 450 6squares distance all the time

                Detection small 2.2 100 spots cloaked units
                Camouflage small 1.2 90 -2 from enemies sight
                Mimic MED 3.5 445 looks like the enemy
                Search Light small 1.1 85 -2 sight range at night +1 to enemy
                Night vision small 1.7 145 full sight range at night
                Sensors1 small 0.8 95 +1 to sight
                Sensors2 small 1.0 105 +2 to sight
                Sensors3 small 1.2 125 +3 to sight
                Radiation Proof MED 2.6 195 radiation has no effect
                Gas Mask MED 1.8 165 chemical weapons have no effect
                After Burners LAR 2.2 175 flying unit times 1.5 times as fast

                Notes:

                1. Radiation includes neutron bombs, atomic bombs fallout, and ion cannons.
                2. I think we have hit points shields and armor worked out so I didn’t put them on here.
                3. Tell me what you think so far.




                quote:

                The game does stuff every 50 milliseconds, so there are 20 ticks per second. All components that charge up get1 mana per tick. The default move rate is 15 ticks per square. units get 4 slots for free. Additional slots cost more. Units start with 50 hit points.

                Slots total cost
                1-4 50
                5 55
                6 65
                7 80
                8 100
                9 125
                10 155
                11 190
                12 230

                Component that cost +x/s cost x for each slot above 4.these are for abilities that seem to multiply the usefulness of a unit. A 4 slot unit that can permanently cloak would cost 70.a 12 slot unit that can permanently cloak would cost 410.

                Name slots cost speed effect

                hitpoints1 1 0 0 +30hp
                hitpoints2 1 20 0 +50hp
                hitpoints3 1 100 0 +100hp

                heal1 1 0 0 30mana/hp
                heal2 1 50 0 15mana/hp
                heal others 1 50 0 6,000 max mana,30 mana/hp

                armor1 1 0 0 +1armor
                armor2 1 20 0 +3armor, at most one per unit

                shield 1 10 0 +50sp 45mana/sp
                battery 1 0 0 +1mana/tick
                recharge shield 1 0 0 can apply batteries to another units shields

                fly 1 20+10/s 0 unit can fly
                speed 1 0 -1 max speed is 8 ticks

                permanant cloak 2 30+25/s 0 unit is cloaked all the time
                charged cloak 1 10+10/s 0 like a wraith
                no-attack cloak 1 15+15/s 0 unit is cloaked when not attacking.
                no-move cloak 1 10 0 unit is cloaked when not moving or attacking. re-cloaks 60ticks after attack

                mobile observer 1 30/s 0 can spot cloaked units
                building obs 4 25 0 can spot cloaked units

                warp 1 10+5/s 0 can warp 12 squares, cumulative

                weapons
                name slots cost speed damage RoF RoR ammo extra/ammo range targets

                gun 2 0 0 8 15 15 - - 5 al
                minigun 3 50 0 5 2 15 30 20 5 l
                ac10 2 10 0 10 15 20 8 4 7 al
                ac15 3 25 0 15 15 20 6 3 7 al
                ac20 4 40 +1 20 15 20 4 2 6 al
                ultra ac20 6 100 +4 20 8 20 10 5 6 al
                air missle 2 50 +2 30 15 - 5 - 7 a
                land missle 2 50 +2 40 15 - 5 - 7 l
                sniper 4 50 +2 20 25 25 - - 10 al
                blades1 1 0 0 15 15 15 - - 1 l
                blades2 2 0 0 30 18 18 - - 1 l



                quote:

                Name slots cost time to build speed effects

                Hit points1 1 15 100 +30hp
                Hit points2 1 45 250 +60hp
                Hit points3 2 100 250 +120hp

                Armor1 2 20 100 -2 to weapons damage
                Armor2 3 30 175 -3 to weapons damage
                Armor3 4 50 275 -5 to weapons damage

                Shield1 1 75 100 +50sp
                Shield2 2 170 225 +110sp
                Shield3 4 450 600 +225sp
                Battery1 1 45 100 +1sp/4ticks
                Battery2 3 60 250 +1sp/2ticks
                Area Shields 6 550 800 +400sp/3squares distance
                Area Recharge 5 300 500 +1sp/2ticks/+5 units max 4squares distance

                Warp1 2 40 100 unit can warp 9 squares
                Warp2 3 65 200 unit can warp 15 squares
                Area Warp1 6 220 400 +5 units 3squares away warp 12squares
                Area Warp2 10 450 750 +10 units 3squares away warp 12squares

                Cloak 1 65 100 cloaked until attack cloaks recloak in 60ticks
                Cloak2 1 85 100 like wraith
                Cloak3 3 115 200 unit is always cloaked
                Area Cloak1 4 175 250 4squares distance like wraith
                Area Cloak2 7 235 450 6squares distance all the time


                Notes:
                1. Area cloak should only affect other units and not the unit with area cloak. If you want that unit to cloak you will have to buy cloaking for it
                2. Area recharge should only affect other units and not the unit with area recharge. If that unit has shields you will have to buy batteries for them.
                3. How far can units see? We also need to have a device to increase an units sights range.
                4. Units that use more slots should be slower but I’m still thinking of how to do that.
                5. Cloak2, Area Cloak1, and all the warps will need to use energy but I’m still thinking on that.
                6. This is all off the top of my head. It just felt right.
                7. Flight, detect cloak and speed are good. But how fast do flying units go? Maybe we should have a way to speed them up.
                8. Time to build is in ticks.
                9. I still haven’t thought of how to do healing. Should it cost money or just energy?



                quote:

                NAME DAMAGE RELOAD COST SIZE TTB AMMO RANGE

                Blades 8 20tcks 0.1 small 20 none 1
                Submachine gun 6 10tcks 0.6 small 45 S/H/A 5
                Rifle 10 18tcks 0.9 small 55 S/H/A 8
                Assault Rifle 9 10tcks 1.0 small 55 S/H/A 7
                Sniper Rifle 15 25tcks 1.1 small 65 V 12
                Shot Gun 12 18tcks 0.9 small 50 G 6/spread
                Auto Shotgun 9 12tcks 1.0 small 55 G 6/spread
                Flame Thrower 7/burn 15tcks 1.3 small 70 N 6
                Machine Gun 12 9tcks 1.4 MED 75 A/V 9
                Mini Gun 5 4tcks 1.5 MED 80 V 9
                Grenades - - - - - - -
                *Fragmentary 10/splash 20tcks 0.8 small 75 - 6
                *High Explosive 15/splash 20tcks 0.9 small 75 - 6
                *White Phosphorous 9/burn 20tcks 1.0 small 80 - 6
                RPG 16 18tcks 1.2 MED 85 E 10
                Tow Missile 18 18tcks 1.4 MED 105 E/E2 12
                Stinger Missile 16 18tcks 1.4 MED 110 E/E2 12
                Gattling Gun 9 6tcks 1.7 MED 115 A/V 10
                105mm gun 25 30tcks 2.2 LRG 195 E/E2 14
                125mm gun 28 30tcks 2.5 LRG 205 E/E2 14
                155mm gun 35 40tcks 2.9 XL 230 E 17
                MRLS^ 18 2tcks 4.5 XXL 275 E 15
                Gecko Missile 20 25tcks 2.8 XL 215 E/E2 15
                Scud Missile 70 55tcks 5.6 XXL 350 E 30

                20mm cannon 12 16tcks 1.7 MED 95 A/V 9
                30mm cannon 14 16tcks 1.9 MED 105 A/V 9
                Zulu rockets 6 2tcks 2.3 MED 135 E 10
                GAU Avenger 17 3tcks 4.9 XXL 335 DUAPI 14
                Sidewinder Missile 8 12tcks 1.7 MED 125 E/E2 9
                Scorpion Missile 12 12tcks 2.1 MED 145 E/E2 10
                Harpoon Missile 18 14tcks 2.2 LRG 165 E/E2 16
                Spiral Missile 16 14tcks 1.9 MED 145 E/E2 8
                Bombs - - - - - - -
                *High Explosive 25 24tcks 1.6 MED 120 - 0
                *Napalm 18/burn 24tcks 1.8 MED 130 - 0
                *Cluster Bomb 14/disperse 22tcks 1.8 MED 130 - 0

                Laser Rifle 6 8tcks 3.3 small 220 J 6
                Laser Cannon 12 14tcks 3.9 MED 340 J 9
                Disrupter 9/splash 16tcks 3.1 small 235 J 5
                Heavy Disrupter 18/splash 24tcks 4.2 LRG 410 J 11
                Field Disruption 3 1tcks 8.6 LRG 700 J 8
                EPP Rifle 14 25tcks 3.4 small 250 J 4
                EPP Cannon 32 50tcks 4.6 LRG 435 J 10
                Particle Cannon 12 8tcks 3.75 MED 300 J 14
                Ion Cannon - 20tcks 2.8 MED 285 J 7
                Wide Area Ion Cannon -/area3x3 25tcks 3.15 LRG 415 J 9
                ? DR. Device */area2x2 30tcks 15.0 XXL 1000 J 15

                ICMB
                *Neutron Bomb 1000/area4x4 - 1500 - 800 - 500
                *Atomic Warhead 800/area 5x5 - 2000 - 750 - 500
                *Thermonuclear Warhead 2500/area6x6 - 2500 - 950 - 500
                *Chemical Weapons 600/area 4x4 - 1000 - 650 - 500

                Ammo
                *Standard-SR/(S) no special effects average ammo
                *Hollow Point-HP/(H) against unarmored targets add 2 damage against armored targets subtract 3
                *Armor Piercing-AP/(A) subtracts 1 damage and ignores three armor levels
                *High velocity-HV/(V) adds one damage and two range
                *Armor Piercing Incendiary-API/(A2) adds two damage and ignore three armor levels
                *Shot Gun Rounds-SGR/(G) no special effects
                *High Explosive-HE/(E) adds four damage
                *High Explosive Armor Piercing-HEAP/(E2) adds four damage and ignore three armor levels
                *API (depleted uranium) –DUAPI/(D) add six damage and ignore four armor levels
                *Joules-J powers energy weapons

                Notes:

                1. I had some thoughts I wanted to try out. About cost when you see 3.0 it doesn’t mean the weapon costs 3 minerals it means that if you have that weapon you multiply the base cost of the chassis by three. Multipliers are cumulative. Therefore, it’s more effective to have six guys with a gun than one guy with six guns. I know it will take major tweaking though but this is just a test.
                2. The reason I put small medium large and extra large is no matter what system we use we’ll know the relative sizes of components. For now small=5tons medium=10tons large=15tons XL=20tons XXL=25tons. And again this will need tweaking
                3. Ammo is separate from the weapons and weighs one ton.
                4. For the weapons like MRLS with a very low reload time ammo is very important when you run out of ammo you have to wait for the ammo to be replenished unless you have a lot of ammo boxes.
                5. Atomic weapons and chemical weapons should poison the ground for like thirty minutes unless you have radiation hardened or gas mask equipped troops it will hurt them to be in that area.
                6. DR. DEVICE would be potentially the most lethal weapon in the game you shoot a unit with it and he dies but an echo beam bounces off of him. This echo beam has a very short range but if units are close they die to and send off echo beams. If you had two hundred troops bunched together one shot would kill them. I’m not sure if we should implement it yet.
                7. Shot gun spread works like this first two space full damage net two spaces 2/3 damage last two spaces 1/3 damage.
                8. Burn damage works like this. You get napalm on you and for the next 20 ticks you lose one hit point every tick.
                9. Splash damage works like this square one full damage squares around it 2/3 damage squares around them 1/3 damage
                10. Area damage every unit in the matrix takes the same amount of damage then there is splash damage.
                11. Take a look and see how you think it works so far. I know it’ll take a lot of tweaking.
                12. The GAU Avenger is air to ground, the harpoon is air to ground the Zulu rockets are air to ground the spiral missile is air to ground bombs are air to ground.
                13. The side winder missile and the scorpion missile are air to air.
                14. The stinger missile and the gecko missile are ground to air.
                15. The scud missile the MRLS the 105, 125, and 155mm guns the tow missile the shot gun the flame thrower grenades and blades are ground to ground.
                16. All other weapons can shot targets on both the air and the ground
                17. ICBMs are built in silos
                18. Ion cannons immobilize enemy units work like lock down.



                korn469

                ps when trying to format these files it totally messed up the thread but for anyone who wants them i can mail u the documents
                [This message has been edited by korn469 (edited March 10, 2001).]

                Comment


                • #38
                  That system is closer to "grunt work" than tactics, am I right? Hmm... I am not personally interested in that level of detail, if that's what you're after. However, I'm not totally against it if we can devise a system that can make it work. (That's enormous "if" there...)

                  Leland

                  Comment


                  • #39
                    yes that information is for a tactical level game and not made GGS but i hope that there might be a good idea or two about in there that we could actually use in GGS

                    i have NEVER imagined GGS as being a tactical level wargame
                    i have never envisioned that GGS will be a pure RTS game

                    that being said what i imagined for GGS is something along these lines

                    ok when i see the map, i do not see a Risk/Diplomacy type map...i don't even see a Civ2 map...i see a RailRoad Tycoon 2 map...here are a couple of links

                    hmmm those aren't working...so goto pc.ign and check out the review for RailRoad Tycoon 2, and look at the screen shots

                    when i was thinking of the units i imagined those units being about the same as civ2 units with one exception that you could put them into stacks and move them around as armies

                    to me civ units are most likely at least battalion size units, and that is about the size that i think that GGS units should be

                    as far as the economic model i think that we should have a very detailed resource model...not just shields like civ, or gold, timber, and oil like in warcraft2...we should have a mind boggling list of resources

                    however we should have resource management tools in the game that would make controlling these resources quite simple...like u click on a factory and tell it to make bombers and it would find all of the component resources you need and then it would set up the supply line for you

                    the diplomatic system would be as complex as we could get it to be

                    i have to goto work right now but i will be back later to ramble on

                    korn469
                    [This message has been edited by korn469 (edited March 10, 2001).]
                    [This message has been edited by korn469 (edited March 10, 2001).]

                    Comment


                    • #40
                      Turn Order Model

                      I will start with a brief summary about the turn system. The key elements in the system number 3 are: all players plan their turns simultaneously, in "pause mode". This is called "planning phase". This speeds up multiplayer significantly. In single player mode, AI players plan their turns simultaneously with the human player. When all players have finished the planning, the actual turn starts. All units move simultaneously, and players have limited possibilities to change their orders during the turn.

                      The idea behind this system is to combine the best parts of real time and turn based games. We would keep the turns, and the turns would work like in civ2; for example, a turn could be one year in game time. Players would have plenty of time to plan things, without the hassle of real time games. Combat would be more fair, since all units move simultaneously, and unit AI could be ordered to react to enemy actions - war starter would not anymore be in unfair advantage, since he could not destroy half of his enemy's army with a surprise attack. Here comes a better explanation of each phase:

                      1) planning phase

                      I think we should separate empire management and unit movement. In the beginning of each turn, the players would be presented some statistics of the empire's state, about what things are being produced, how the population stats have changed etc. Then they could change the orders. Empire management includes building orders (usually large queues of orders are used), economy and budget fine-tuning (usually players make long term plans, that are only slightly modified), government and social issues (also these are not needed to change very much during average turns) and diplomacy (both international and domestic).

                      As I said, most empire-management things the player doesn't need to worry about in most turns, perhaps only fine-tuning. Usually building orders are the main event of this phase.

                      When all changes are made, player gives orders to his units. Units are not moved tile by tile as in earlier games, since the player is only _planning_ the unit movement. Units are given chains of commands, that work like building queues. The planned actions are shown on the map. For example, when you order a unit to move to a specific location, the unit's path is shown; you can drag and drop the path on the map as you please. If all orders cannot be carried out during the next turn, they will take several turns, of course.

                      Also you could order a unit or army to hunt down an enemy unit and attack it; in this case, a path would not be shown (since the enemy unit is usually on the move, too), but rather a straight line, and attack symbol, or something. The unit would take the best path it can find. The would be given orders, what to do if the sight to the unit is lost; it could return to location x and stand guard, or try to figure out the most propable destination of the unit and locate it (you could order it to stay in your territory if you like, or order it to return after x turns if no success).

                      Units and armies could use scouts to extend their field of vision; armies could have special scout units. Depending on the army's scouting capabilities and movement speed, their field of vision would vary.

                      You could order some units to guard your border, or man the defensive structures, fortification lines etc. you have built. Also you could order some units to garrison in certain fort, and regularly scout the area you show them; this are would the become their field of vision. The enemy could use small sneaking parties and commandos, who would have better chances to cross the area without being noticed.

                      One of the key ideas is, that you give your units orders, how to react to certain events. If enemy attacks and is won and retreating, your units could pursue them carefully to your border, watching out for ambushes. If enemy airplanes enter your territory, your fighters could scramble to intercept before they penetrate to your mainland, and try to make them turn back; if no success, they are attacked. If nuclear attack is noticed by civ x, you could pre-set the goals for your missiles and strategic bombers. Then, if attack is noticed, you would be asked: nuclear attack noticed by Russians - launch counter-strike? And so on.

                      Another key idea is the more realistic movement system I have proposed earlier. The units would have two movement properties: deployment range, and operating range. Inside the deployment range they could be deployed freely, outside it deploying would take several turns. Enemy could intercept the units when they are deploying. Inside the operating range, the units could carry out any legal operations freely, like scouting, pillaging land or attacking units. Deploying units, and carrying out time-consuming tasks reduces the "action points" available to the unit, or something, to prevent unlimited actions.

                      The third key point is better unit ai. They should be capable of responding to surprising situations.

                      The player could also change the empire management orders when moving units. When planning is finished, the players hit "start turn" button. When all players have done this, the turn starts!

                      2) Turn execution phase

                      First, all empire management orders of all civs are made "official". Those orders will affect all the calculations made for this turn. Diplomacy things might become official already during the planning phase. In emergencies, players could change the empire management orders. Also some diplomacy can occur during the execution phase.

                      When ready, the units are moved. They all move simultaneously according to their speed. In most cases, the units don't encounter enemy units, but if they do, the player could pause the game, or he could set the unit orders so, that in such situation game is automatically paused and he is asked what to do. Usually, the units should be able to solve the situation themselves.

                      During wars, the players could be given more time to coordinate their unit maneuvers. For example, your scouts could see, that enemy units are approaching city x. You could order your units to move to point y to confront the enemy in a battle. The enemy scouts would see this, and they could choose to confront you, or try to outmaneuver you, or move to another spot, more favorable to them, and make a camp there. All this should be quite smooth, especially since armies are used instead of single units.

                      Anyway, most wars don't be endless waves of units crashing against each other, but rather they include scouting, patrolling, controlling area, organizing war industry, small clashes between small scouting parties, and then occasional major, decisive battles between large armies. Even WW2 was like this. This is even more true, if the soldiers need to be recruited from your population - you can't waste them in mindless attacks.

                      All this sounds complex, and I admit it is more complex than the traditional system. But with some thought put into it, the amount of work should be reasonable. And I think this is one of the most decisive changes for the game; we don't have any use for better population, economy and military systems, if the traditional turn system prevents us from using them properly.

                      I think the game would still remain civ-like, if we use this system. Many of the details of the system can be debated, this is only my view. I just hope you could see the potential in it from my explanation. Too much automation is bad, but we could remove the most tedious tasks of civ2, like moving the units tile by tile, and skimming through every city every turn. For example notice, that we could as well use civ2-like unit movement, but you could draw the path of the unit on the map as you would move it manually; without moving the unit across the continent (or ship across a sea) tile but tile, you would draw the route, and the unit would take the required amount of turns to move there. This is important, if the map will be 40 times larger than in civ2, as planned. Anyway, everything in this text is now open for debate. Please make your comments for it.



                      [This message has been edited by heardie (edited March 11, 2001).]

                      Comment


                      • #41
                        ok here is my system (which is still evolving in my mind)

                        before i describe my system i am going to explain what factors are influencing me
                        [*]First thing this sytem is designed for multiplayer...we will modify it to work with single player[*]Second here is my assumption about the game...it will have between 16-32 players [*]Third I do not think that any players should be able to hold the game hostage because they are micromanagement freak who like to examine every action that could possibly happen in a turn[*]Fourth the time the average player spends doing nothing should never excced 10% of total play time and we should aim for the average player spending 5% or less of total game play time doing nothing [*]Players should feel like they are in control, that the game is won because of the strategies they used...luck (or poor A.I.) should not play a part of this game[*]The game should have enormous depth but a novice should be able to manage an empire after having played for an hour or less...if a newbie to the game can't grasp most of the fundamentals in an hour or less then we need to redesign the parts of the game causing the problems[*]GGS should keep players on the edge of their seats for the entire game...this game should not be boring[*]I propose two versions of GGS multiplayer...the active game and the extended game...the active game should have all players online at once and total play time should be 5 hours minimum and 40 hours maximum to go from begining to end...the extended game should not require all players online at once and should be basically a persistant world that last a very long time...it should take one year with the game going 24/7 for the game to cycle from begining (between 5000-1500 b.c) to end (between 2010-2030) so at a rate of about 4000 years to 365 days each day would represent about 11 years...so each hour would be about 5 months

                        if you say that the active game is basically 25 times faster than the extended game then each hour would represent about 11.5 years


                        ok since i want you to see my thoughts develop as i type i won't delete that

                        here are my proposals for default setting for the game

                        Active version:

                        16 players max
                        Map is between 2-5 times the size of a Huge map in SMAC (128-256:320-640)
                        Each hour of play time represents 12 years (so five minutes equals one year)
                        pauses are allowed and the game autopauses every two years (ten minutes)
                        Best if all players are online at the same time

                        Extended Version:

                        32 players max
                        Map is between 8-20 times the size of a Huge map in SMAC (512-1024:1280-2560)
                        Each hour of play time represents 5 months (so twelve minutes represent one month)
                        pauses are allowed but the game does not autopause
                        players can jump in and out of the game at will

                        in both versions of the game each player would start with 60 seconds of pause and it would average about 30 seconds of pause every ten minutes...each minute the player would get three seconds of pause and they could store up to 45 seconds of pause...during pause, the player could issue orders to their units, adjust economic priorities and conduct diplomacy

                        we could still use action points or we could peg the game to pure real-time...if we did use action points every action point should have a number of ticks it takes carry out its move

                        ok enough rambling this post

                        korn469

                        Comment


                        • #42
                          I just read all the ideas here, and the system starts to form in my head - I'm sure it will be great when we get it ready! Anyway, this is an important thing as Elmo said, so let's pay attention to it.

                          I actually liked a lot Korn's idea of the extended game. I have a further idea; this game could be made a kind of PBEM game. Game would go on and on on a server for a year. Those who have an ADSL or similar could be logged on the server continuously. Those who don't could at any time receive the game situation as an "email" message and get updated. If one hour is 5 months, you could not lose much by not being present all the time. So kinda like traditional PBEM, except that if someone doesn't send his turn, the game can continue... Also those who have got ADSL don't get any unfair advantage; they would receive the update of the game situation just as often as others, yearly or monthly.

                          I think it would be great to engage in a year-long game, spending just 10-15 minutes for the game when you have time, without losing very much. And when the game is over, you would actually feel that you have achieved something for sure! This system might be technically a little tough (mainly making sure that server data is not lost etc.) but could be very interesting and revolutionary, and what best it would definitely allow 100 player games. Server would not be burdened, when it has to send update to players only once in two hours or something. I think this idea should be elaboratedm it could be great.

                          Of course we need also the other kind of game, where the entire game is played in 1-3 sessions, each session lasting souple of hours, and the number of sessions depending on the game speed. A nice 5 hour game could be interesting too.

                          I will make more ideas later, I'm in hurry now.

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                          • #43
                            ok

                            i surrender...i think that i could almost be in favor of generic preplanned turns and the Risk/Diplomacy interface if at least one person agree to help me design/program/construct a Tropico/Emperor:Battle for Dune type game

                            now to business

                            about the extended game here are somethings that we need for the extended game
                            [*]Password Protected Civilizations and Clans: When you log onto the Extended Game server for the first time you are prompted to choose a civilization from a list of open civilizations. An open civilization is not always an unclaimed civilization, because a game of this scale should (almost requires) that more than one player can exercise control of a civ.

                            Once you have choosen you civ then you are prompted if you want to password protect your civ or not. If you choose not to password protect your civ then anyone who wants to can log on and play that civ. If you choose to password protect your civ then you are prompted if you want to make you civ available for clan play. If you choose no then you and you alone would control your civilization. However if you choose yes you could let other play on your team and control your civ. The originial player would be the team leader and he would have the following option. He could determine the number of clan slots open. He could set the clan password, and he could set the order priority for clan member. The order priority would be (for now) Override AI commands (the lowest possible setting...any clan member could override the AI), override clan members, and override all. So if you have a six person clan, two members could have the override AI...this would allow them to issues orders to any play piece that didn't already have orders from the clan member. The next two members could have the override clan members, which would allow them to change orders issued by the two lower priority clan members and the AI but not the two highest ranking clan members. With the override all command they could issue orders to any playing piece...these orders would automatically replace orders by lower priority clan members and by the AI.

                            If a civilization is password protected but nobody logs on and plays that civ for 8 days (filler number...real number would be decided by playtesting) then that civ defaults to open status.

                            Clans could ease the burden of the game and could allow a persistant world to actually be a viable way to play this game.
                            [*]Turn Updates: The game would update (carryout orders) every five minutes. One hour of real time would equal five months of play time. Each five minute update (turn) would represent about 12.5 days of game time. Units that do not have specific orders or stances (general orders such as explore, defend, seize object X, etc.) would be under the AI's control until a player issued that unit orders.
                            [*]Rise and Fall: If a civilization is destroyed the players should have ample oppertunity to switch to a new civ. As long as civs remained open then a player could change civs. New civs should appear because of game circumstances and rules should make it difficult for a single civ to last intact from the begining of the game to the end.

                            Players should be able to switch civs once every two days. Players should usually (ie agreed upon by all before the game starts or maybe on a specific server or something) only be allowed to play on one civ at a time.

                            so how does that sound?

                            i think that we may be on to something here. the extended game ideais something i could really get behind 100%!

                            korn469
                            [This message has been edited by korn469 (edited March 13, 2001).]

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                            • #44
                              i do not know about the rest of you but to me i think that i finally have a fairly solid overview of the game...it began dawning on me when i realized that this railroad tycoon 2 map that i had in my head wasn't exactly what everone else had in mind

                              most people seem in favor of preplanned turns...while i am not in favor of specific preplanned turns...i am in favor of giving units priorities that they attempt to carry out...you set the priority the unit tries its best to accomplish what you want...easy enough so any idiot (aka me) using just the mouse can order their forces into battle

                              also the extended game concept seems like the way to go, all of our programming resources should be dedicated to it. some things like UI and artwork could be used by any concept but i propose that we shift the design and planning to the extended game and to extended game scenarios...

                              for example we could have relatively short games that work on the extended game premise...World War 2 is one example that comes to mind. If we ran it one the flat 5 months per hour time frame simulating 1939-1945 it would take less than a day (about 17 hours of total real hours) to play

                              if we made it possible to host a scenario on a noncentral server then the players could have a pause/unpause feature for the server...so when all of the players come online the person hosting the game turns unpause the server...maybe they play three hours a night before the host paused the server (ie suspended gameplay)...you could finish the scenario in less than a week doing that

                              this is my feelings on which direction we should go with GGS...please tell me what you think...if we do decide that this is the best course of action then i think a Design Doc .3 is in order

                              korn469

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                              • #45
                                I'm in a bit of a hurry right now (well, most of this week actually), so I can just give some quick comments. I do think that we're making some real progress here, though some fine tuning is needed.

                                quote:

                                Originally posted by korn469 on 03-13-2001 02:21 AM
                                i do not know about the rest of you but to me i think that i finally have a fairly solid overview of the game...it began dawning on me when i realized that this railroad tycoon 2 map that i had in my head wasn't exactly what everone else had in mind


                                In my opinion, Railroad Tycoon and civ maps differ in the respect that in Civ the units are rather abstract. They don't represent "real" units as the trains in RT represent real trains. Civ is more like a complex chess game. Also, we don't have the resources to come up with fancy 3d graphics quite yet, so we'll start out with something simpler.

                                quote:


                                also the extended game concept seems like the way to go, all of our programming resources should be dedicated to it. some things like UI and artwork could be used by any concept but i propose that we shift the design and planning to the extended game and to extended game scenarios...


                                Frankly, what I liked about your initial ideas as well as the active/extended suggestion was that they are general solutions, from which special cases can be extracted by tweaking some parameters. So, I don't think we should have an exclusively extended game, but something which can accomodate both longer and shorter playing cycles. At this point I think it's important to decide the variance between these parameters, and once we got a working piece of software we can balance the system.

                                quote:


                                for example we could have relatively short games that work on the extended game premise...World War 2 is one example that comes to mind. If we ran it one the flat 5 months per hour time frame simulating 1939-1945 it would take less than a day (about 17 hours of total real hours) to play


                                I think the focus of the game should be a little larger than 6 year scenarios. I just think it's too short a time to do anything. When I think of scenarios, I think of time spans between 50-300 years. How about the rest of you?

                                quote:


                                this is my feelings on which direction we should go with GGS...please tell me what you think...if we do decide that this is the best course of action then i think a Design Doc .3 is in order



                                Yup. I should start making a list of stuff that needs to be changed in 0.3, and maybe write out the new version out sometime. But I still have some problems with this extended game system, which I unfortuntely didn't have time to comment in this post very thoroughly... gotta go now.

                                Leland

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