I've seen some intertesting comments on ICS so far, throughout the GGS discussions...
However, I think some people may benefit from this. Or at least consider it when designing GSS...
ICS...
ICS is designed into Civ. (And it sounds like you are designing it into GGS.) It's the foundation of the game.
ICS is created in Civ due to these design decisions:
* Cities will be the only resource processors (food, minerals, trade).
* A city may only produce one item.
Civ could have been designed to allow a bigger city to be worth more then a smaller one. But they didn't.
Cities are the GGS equivalent of regions. Which means in the early stages at least, people are going to Infinite Region Slime. (IRS! Look out!)
I see GGS taking good corrective measures down play stream... regions get BIGGER, collecting more resources to be processed, over time. But in the beginning? Colonist! Colonist! Colonist! Colonist! Send em to a good spot, and toss in your "found region/admin/control" facility. All you have done is exchanged the name City for Region. And any player that doesn't do this versus others... will be too far behind to compete. Face it. The basic model is one of geometric power growth, not linear. So those early foundings of successful regions is a heck of a lot more important then late ones.
Is that the game you are out to make? He or she that IRSes the best always wins? (Without random events to level the playing field.) Being the new village idiot, I have to ask.
If you don't want IRS, what can you do to stop it?
Well, as I said, the regions growing was definately a point in favor to trying to GROW a player's region.
Are you going to model the Civ1/2 one city makes one thing, and one thing only, during a turn? If so, your players won't have a reason to concentrate on growing the REGION... merely in making more. So that they can chug out more production.
Are you going to maintain that to get more researching done, you have to build another city? Then research oriented players will be founding new cities just to add to their nation's research potentional.
Are you going to model Civ's1/2 one city makes all the money? Again, players will then build regions just to pay for infrastructure. Go tax those serfs! Go trade your goods!
In Civ, a City is:
* Shield Harvestor, and Converter to Units/Facilities.
* Trade Harvestor, and Converter to Research/Credits.
* Research Center and refiner (libraries, colleges, etc)
* Credit Harvestor and refiner (marketplaces, stock markets, banks, etc)
* Food harvestor
And that's setting aside the fact that a city is also your unit logistics.
So... just how much IRS do you REALLY want to build into your system? I'm curious.
However, I think some people may benefit from this. Or at least consider it when designing GSS...
ICS...
ICS is designed into Civ. (And it sounds like you are designing it into GGS.) It's the foundation of the game.
ICS is created in Civ due to these design decisions:
* Cities will be the only resource processors (food, minerals, trade).
* A city may only produce one item.
Civ could have been designed to allow a bigger city to be worth more then a smaller one. But they didn't.
Cities are the GGS equivalent of regions. Which means in the early stages at least, people are going to Infinite Region Slime. (IRS! Look out!)
I see GGS taking good corrective measures down play stream... regions get BIGGER, collecting more resources to be processed, over time. But in the beginning? Colonist! Colonist! Colonist! Colonist! Send em to a good spot, and toss in your "found region/admin/control" facility. All you have done is exchanged the name City for Region. And any player that doesn't do this versus others... will be too far behind to compete. Face it. The basic model is one of geometric power growth, not linear. So those early foundings of successful regions is a heck of a lot more important then late ones.
Is that the game you are out to make? He or she that IRSes the best always wins? (Without random events to level the playing field.) Being the new village idiot, I have to ask.
If you don't want IRS, what can you do to stop it?
Well, as I said, the regions growing was definately a point in favor to trying to GROW a player's region.
Are you going to model the Civ1/2 one city makes one thing, and one thing only, during a turn? If so, your players won't have a reason to concentrate on growing the REGION... merely in making more. So that they can chug out more production.
Are you going to maintain that to get more researching done, you have to build another city? Then research oriented players will be founding new cities just to add to their nation's research potentional.
Are you going to model Civ's1/2 one city makes all the money? Again, players will then build regions just to pay for infrastructure. Go tax those serfs! Go trade your goods!
In Civ, a City is:
* Shield Harvestor, and Converter to Units/Facilities.
* Trade Harvestor, and Converter to Research/Credits.
* Research Center and refiner (libraries, colleges, etc)
* Credit Harvestor and refiner (marketplaces, stock markets, banks, etc)
* Food harvestor
And that's setting aside the fact that a city is also your unit logistics.
So... just how much IRS do you REALLY want to build into your system? I'm curious.
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