I will put together a dedicated thread on the topic as soon as I can (snip). But the reason I'm bringing it up is that there is something anyone who's interested could do... Play D6 and Read the Econ Manual to find out what the economy does so we can have a meaningful, grounded discussion when I get my act together
And for those who take up the challenge, please give us any other comments on D6 you have. This is coming up on the last chance to convince us to do something you want in D7! But no guarantees .
Let the brainstorming begin!
From the Everybody Plays Thread:
sas:
My main complaint as allready mentioned i think, it's the economy model/menue. It looks very complicated (allthough its really not that difficult), and should be make much more userfriendly.
Suggestion: Bars instead of boxes. Make some of the numbers hidden in the interface. You dont really need all that info on everything.
Make it more easy to know when the next unit is made/finished.
Mark(inserted now):
I can do this functionality fairly easily but its not available yet.
Plutarck:
Also, parts of the economy may just need abstracted away for the present time. From the start there are just too many options, and most of the options seem not to matter (why build a warrior band when you have Legions?) when it's best if the options are introduced to the player more gradually (which is stating the obvious, hehe). That, or maybe the problem is I just have absolutely no idea what they mean.
Mark:
I can look a bit at the econ stuff, and see which can be pitched for a stripped-down game. For just the intro scenario we could cut things way back to maybe 10 total items. Perhaps less. Unfortunately Econ isn't set up with the xml yet, and may not be by demo 7. But I can probably rig up a kludge.
D6 Thread:
Laurent:
I suggest that the econ order window is too big, and an alternative solution to a sccrollbar. It could be cut in categories, in particular, one could put a military budget in the econ window so you allocate a global budget, and have another window with military detail. We could do it in a windows-explorer-like way, one tree/view to browse categories (military, mines, others) in left part and details on the category in the right part. I'd also like to add one category to military, which is training, in addition to the various units. The code supports training but it is pretty unused. Currently, training drives the price of elements, maybe it would have to be the other way round if it is all seen as econ?
Axi:
3. The reorder button seems to be reordering infraclasses by groups. Perhaps the expandable list idea mentioned somewhere above should be implemented, providing us with a much nicer representation of expenses.
4. I feel that it would be ergonomically better if we could have a merged window for both civ, province and square orders, where we could give orders side by side. Also an option to clear all orders on each level would be swell.
colorrr:
I have not played much Clash, above all I found the economic system confusing. I had to guess more or less what I had to put in each slot in order to get any results.
It is hard to see the end results of my actions/investments, and that is a bit of a turn-off.
Mark response (not from thread):
I put in an output for number of units built per turn in the econ orders frame. This is the first step in the direction of a more intuitively obvious econ gui. Military units is where the numbers are most useful, since otherwise the number of units is the same as the cost values.
We will clearly need at least three levels of interface.
A) The high-level one should provide the player with a snapshot
of what's going on in the economy, and how it compares to that of the main
rivals (selected by player). This interface should have an iconic
presentation of:
-
Cashflow (probably The most important thing during many wars) types of
income and outgo are shown and arrows whose size indiciates the amount.
How big is the treasury now, how long will it last at current rates?
Do most of our revenues come from taxes on labor, tribute, taxes on
trade?... Where does it go? To support military, pay tribute
maybe, economic development, tech development etc. Next to taxes in
icon should be a representation of how the people are taking it, and if
you change tax rate you see estimated result immediately. It would
also be great to be able to change amounts spent on that diagram with a
right-click or something. So if you wanted to you could right-click
on the tech development icon and select a range from multiply it by 10x,
4x, 2x, +50%, +10%, +2%, and the same for - (this one would be maybe 1/4
of the screen, UL)
-
Military readiness and what it costs, showing mobilization status (can
change this here and see cashflow results)
-
Military / weapons / fortification builds. Crudely what is
expected in the next 10 turns. If you want more of the same units
built, push an increase button. Impact on Cashflow above shows
immediately (the two mil items about 1/4+ of the screen, @ UR)
- Economic strength relative to main rivals (smaller,
LR)
Advisor's estimates of how much money we could lay our hands on both
relatively easily, and with some difficulty
Advisor's top pick of what to do with the economy given player's
rankings of importance of things like military preparredness, economic
development, cultural cohesion, etc. This is important. Having
the economic advisor always saying "We should invest in our economic
development, Sire" is worthless. All advisors need to take the
player's overall strategic judgements into account. (Advisors corner
takes what's left at LL)
- Economic strength relative to main rivals (smaller,
I think that's about all we can cram into the top-level interface. If
you click on, say, the economic development icon in #1 above you'd go to a
more detailed civ-wide interface.
B) Civ-wide detailed econ interface
Here you can pick civ-wide levels of taxation, taxes for merchants broken down
by incomming, outgoing and domestic trade, values of trade with different civs,
and what the commodities are, and the top-three to-do picks of your advisor.
Also in here should be a map of the civ showing the different provinces if the
player wants to go down to the provincial level. There will also be
icons leading to micro-management screens for ordering builds, subsidization
and/or taxation of:
-
improvements to food... sites (B1)
-
infrastructure types (B2)
-
particular specials etc. (B3)
-
ratios of weapons types or unit types to build, and how much in total
that costs (B4)
-
People-Mover commands for forced or incentivized migration. (B5)
All these show current levels and have a way to change the level.
C) Provincial detailed interface
Would show most of the stuff in B, at the provincial level. It would
also have a province map showing locations of specials roads, garrisoned
armies, reserves, etc. It would also have an order builds etc. similar
to the B1-B5 screens.
Well, that's my wish-list on the interfaces. I'm sure some sensible
people will scream at the amount of work involved, but there are (only!) 4
main types of interface here...
[back to the current post]
I think between these items you'll get some idea of the sort of things I'm aiming for. I hope to have a much more solid proposal within 8 hours or so.
Thanks!
Mark
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