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  • IDEA: Tech Auctions!

    Drank made this comment in another thread:

    Originally posted by drank
    Also, if you want to sell them several techs in a branch (Sensors, Sensors II, Sensors III), you'll get more money if you sell them in order....Just give me the money and let me get to the next turn already!
    I agree 100% the system is too labor intensive, and given that it often pays handsomely to be bartering techs one at a time (the computer pays you more for selling each tech one at a time rather than offering the techs as a bunch!), this process eats up a lot of time.

    My proposal: TECH AUCTIONS! ...well, auctions for anything, including ships, etc.

    There's an interesting dynamic in the Monopoly game on my cell phone: you can auction properties. It's really kind of neat. So, put Reading Railroad up for auction and a clock starts. Once somebody bids, the clock starts again (it's like a 3 second clock, so this goes fast). It's an interesting mini-game AND you don't shop Reading Railroad around to each individual player.

    Why can't we have that system in GalCiv2? Put a tech on the table, let the clock start, and see who puts in the highest bid? The obvious answer, of course, is you want to sell that same tech to as many civs as possible (which is quite different from selling a single property to a single winner). O.K. How about "delayed delivery" of the tech based on two things:

    1) Your place in the bidding war.

    2) A multiplied percentage of how much less a civ's bid was compared to the winning one (% x baseline + baseline of waiting based on your place in the bidding war). The winner, of course, gets the tech immediately. Maybe the baselines look like this:

    1st Place: Immediate delivery
    2nd Place: 5 turn delay
    3rd Place: 7 turn delay
    4th Place: 9 turn delay etc.

    O.K. We have the baseline wait, but what if a civ bids just 1 b.c.? Should it still get the tech after 9 turns? No, that's when we compare that bid against the winning bid, generate a percentage difference (percent increase of 2nd to 1st place), multiply times the baseline wait number and add back the baseline wait.

    For example, the winning bid was 500, but the second place civ bid 250 -- that's a 100% greater bid for the winner, so the second place baseline wait of 5 turns gets multiplied by 100% = 5. Add that back to the baseline. 5 + 5 = 10 turn wait.

    For a crazy example (I propose a system below to avoid something this silly, but it's just to show the math). So what if a civ bids 1 b.c.? Assume there are only 4 bidders, so the 1 b.c. bid will come in last, with a baseline wait of 9 turns. The 500 b.c. bid is 499% greater than the 1 b.c. bid. So the 9 turn wait gets multiplied by 499% = 44.91, rounded up to 45. Add 45 to 9 = 54 turns before that civs gets its tech. Useless, in other words. You'd be forced to put in a decent bid to ensure you get the tech faster than you could reasearch or steal it yourself.

    The 1 b.c. thing is just a crazy example. In reality, the minimum bid should be something reasonable, say 25 b.c. for Laser 3, and if you don't want to meet the minimum, you opt out of that auction.

    Now, what if another civ starts a bid the next turn for the same tech? Well, if you already have been in on an auction for that tech, you cannot enter another auction for it. So if you suddenly realize that you need that tech faster than 54 turns, you'll need to research/steal it yourself. You've already paid the original seller of the tech, you can't enter a new auction, so your original bid got you nothing. Therefore, you would need to think carefully about making a stupid bid because you'd likely just be wasting money. Again, a minimum bid process would limit this issue in a sane way.

    What are the benefits of such a system?

    1. Instead of shopping a tech around 1 by 1 and using sliders to find the maximum each civ will pay (think of all the time this takes now!), you simply call up an auction, put your tech on the table, and all civs who lack that tech get invited to the auction at once. The bid war starts with the little clock counting down (which becomes more important when YOU are bidding rather than selling, of course). Within a few seconds of the automated bidding process, a roster of bids and civ places in the bidding wars gets put in front of you. Let's say your tech is Laser 3, the results are:

    "1st Place: Civ #1 bids 100 b.c. Would get immediate delivery.
    2nd Place: Civ #2 bids 50 b.c. Gets delivery in 10 turns.
    3rd Place: Civ #3 bids 45 b.c. Gets delivery in 11 turns.
    4th Place: Civ #4 bids 40 b.c. Gets delivery in 14 turns.

    TOTAL BIDS: 235 b.c. Do you accept the results of this auction? Yes/No"

    Done!

    2. Another benefit is this is just fun, particularly when you are involved in placing the bid. I should mention that when YOU are bidding (at least in the Monopoly game on my cell phone), there are built in bid amounts. So if the computer bids 100b.c., you just click "Bid +5 (105 b.c.)", "Bid +10 (110 b.c.)", etc. all the way to Bid +100. Also, remember that bids should start at something reasonable, so you aren't manually typing in 1 b.c. to see if you get lucky. No, the computer says:

    "Laser 3 is up for auction by Civ#1. The minimum bid is 50 b.c. Do you wish to bid this amount and join the auction? All sales and delivery dates are final! Yes/No"

    3. Finally, I think this adds an interesting strategic element to the tech bartering process. Do you buy up a bunch of techs for immediate delivery, or do you get them more cheaply for later delivery? If a war is about to start, you'll want that Laser 3 ASAP, but so might other civs in the war, so a true bidding war could ensue. But if you're at peace, safely away from the war, maybe you put in a decent but rather cheap bid, getting delivery 15 turns later.
    Last edited by yin26; March 16, 2006, 10:44.
    I've been on these boards for a long time and I still don't know what to think when it comes to you -- FrantzX, December 21, 2001

    "Yin": Your friendly, neighborhood negative cosmic force.

  • #2
    Hmm, I guess this idea scared people. Or they're too busy laughing at it?
    I've been on these boards for a long time and I still don't know what to think when it comes to you -- FrantzX, December 21, 2001

    "Yin": Your friendly, neighborhood negative cosmic force.

    Comment


    • #3
      Hmmm... Interesting idea. However, I see a problem... [Insert image of someone popping a balloon with a pin]

      If there's a group of computer players who are allied together, if I were all of those computer players, and you made your auction for a tech, I would have only one of me bid on the auction. Then, I would have that me put up an auction for that tech after recieving it, and another of me would buy it. And so on, so that everyone in the alliance gets the tech immediately. To keep things fair, everyone would bid such that everyone pays the same amount in the end. I.E. Player 1 would pay you 300 b.c, player 2 would play P1 200 b.c, and Player 3 would play P2 100 b.c.

      So the net effect is that each player paid 100 b.c. to you (although really you were paid 300 by one player), and they all got the tech from you on the same turn.

      But your no-buying-tech-if-you're-already-buying-it-from-someone-else caveat does prevent the winner of a regular auction from shopping it around to the losers to make back his money.

      However, wouldn't it make sense for it to be possible to pay someone else for a tech even though you've already paid for it (and it just hasn't been delivered yet)? Just don't allow refunds. In that case the people paying twice are basically wasting the money they paid to you the first time. IMHO the extra cost would still be a good enough penalty to accomplish what you wanted to do by blocking it, but it would allow some nice strategies like this:
      1. Auction off Some Generic Defense Tech VII
      2. Note which player gets shafted by having to wait a few dozen turns for delivery
      3. Convince another player to declare war on Mr. Shafted.
      4. Offer Mr. Shafted the opportunity to pay a nominal fee in order to get immediate delivery of the tech, to help him in his unfortunate war.
      5. Swim in your swimming pool full of hundreds of billions of credits.
      "For it must be noted, that men must either be caressed or else annihilated; they will revenge themselves for small injuries, but cannot do so for great ones; the injury therefore that we do to a man must be such that we need not fear his vengeance." - Niccolo Machiavelli

      Comment


      • #4
        since this is not mp nor sure what your point is.

        when i sell tech i go around to all the ai's & see what they need then i pick a low level tech & sell it to all of them at once.
        i understand about the 'pkg tech' thing but also see a lot of problems with implementing it. how do you make it work for civs that dont want all the levels? what if they dont have the ability to trade for them?
        also you can trade for multiple techs at one time so you do have an option. that is very viable.
        Last edited by mike2h; March 17, 2006, 02:28.

        Comment


        • #5
          Actually, I find the idea of auction or at least "general proposal" a great step towards a trade system which would not be as tedious as it sometimes becomes.

          Whattever system works for lowering the tedium, the best. I'm not sure the system hee is the best, but it looks like a good brick to the whole.

          One thing I see is that I might like to be harsher on a civ than an another. I sometimes give some techs for cheaper because of a race's situation. It might or not be worth implementing... (one plague in all TBS is that you give a sensible tech to ONE civ as a "friend", and it gives it to others)

          As for people being afraid of your idea, well I didn't get answer last time so...
          Last edited by Trifna; March 17, 2006, 04:39.
          Go GalCiv, go! Go Society, go!

          Comment


          • #6
            Yeah, since this is not MP, and since Brad could code the AI not to do alliance helping, this wouldn't be a problem. Also, AIs could be doing that now to you. Sell tech to AI Alliance Partner 1...now all his partners only buy it from him (or get it free). It doesn't happy this way now, so the rules shouldn't change via an auction.

            But even if we did allow alliances to do this --perhaps as part of upping the difficulty level-- with or without the auction system civs outside the alliance would still buy the tech. Even here, an auction system saves all the hassle of shopping it around.
            Last edited by yin26; March 17, 2006, 07:27.
            I've been on these boards for a long time and I still don't know what to think when it comes to you -- FrantzX, December 21, 2001

            "Yin": Your friendly, neighborhood negative cosmic force.

            Comment


            • #7
              Originally posted by mike2h when i sell tech i go around to all the ai's & see what they need
              Right. The auction would do that for you automatically. Rather, see next.

              then i pick a low level tech & sell it to all of them at once.
              You'd just start with the low level tech, call an auction, and all civs that need the tech show up automatically, one click (this assumes the civs can put in the minimum bid). Repeat for the next level tech. Think of what this takes now: Call up each individual civ AND waste time fiddling with the scroll bar on each civ to see how much each civ will pay. It's a huge drag on the game.

              how do you make it work for civs that dont want all the levels?
              How do you do it now? You are forced to go around civ by civ in a tedious waste of time and effort. With an auction, you always put the lowest techs up for grabs first. Those civs that already have the low level tech won't show up.

              what if they dont have the ability to trade for them?
              I'm not sure what that means.

              also you can trade for multiple techs at one time so you do have an option. that is very viable.
              Multiple techs at a time is already broken in GalCiv2 because the computer will pay you less for the bunch than if you sold them techs one at a time, and the difference is huge. That's one problem. The other problem with multiple techs on the table is that *only* those civs who need that exact combination of techs could join the auction.

              Actually, that could work if you are way ahead on tech and want to save time; you'd quickly sell a bunch of techs to those that need them. Of course, you wouldn't easily know who still needs some individual techs, so you might be back to putting individual techs up for grabs. With an auction, I'd say this is still a lot faster than is the system now...unless you are the kind of player who waits until he has a dozen techs to sell before selling them. (bad idea!)
              Last edited by yin26; March 17, 2006, 07:31.
              I've been on these boards for a long time and I still don't know what to think when it comes to you -- FrantzX, December 21, 2001

              "Yin": Your friendly, neighborhood negative cosmic force.

              Comment


              • #8
                Originally posted by Trifna
                Actually, I find the idea of auction or at least "general proposal" a great step towards a trade system which would not be as tedious as it sometimes becomes.
                Great. Maybe we can make the idea better.

                One thing I see is that I might like to be harsher on a civ than an another. I sometimes give some techs for cheaper because of a race's situation. It might or not be worth implementing... (one plague in all TBS is that you give a sensible tech to ONE civ as a "friend", and it gives it to others)
                Oh, I think this should still be allowed! If you *want* to call up individual civs and give away techs or give them cheaply, of course!

                As for people being afraid of your idea, well I didn't get answer last time so...
                Hmm, not sure what you mean?
                I've been on these boards for a long time and I still don't know what to think when it comes to you -- FrantzX, December 21, 2001

                "Yin": Your friendly, neighborhood negative cosmic force.

                Comment


                • #9
                  Oh, I see what you mean. The p.m.! Geez. Missed it completely. Answer coming shortly.
                  I've been on these boards for a long time and I still don't know what to think when it comes to you -- FrantzX, December 21, 2001

                  "Yin": Your friendly, neighborhood negative cosmic force.

                  Comment


                  • #10
                    What about players who you don't want to give any techs to? If you auction techs off to everyone, your enemies might buy them.

                    Maybe when you set up an auction you should be able to choose who to invite to the auction, or set a cost multiplier for each player (e.g. "Okay, Drengin, if you want to bid on this tech, you evil evil Drengin, your bid only counts for 1/5th as much as everyone else"). That way you could still allow your enemies to bid, but with a significant penalty if they want to actually try to win the auction.
                    "For it must be noted, that men must either be caressed or else annihilated; they will revenge themselves for small injuries, but cannot do so for great ones; the injury therefore that we do to a man must be such that we need not fear his vengeance." - Niccolo Machiavelli

                    Comment


                    • #11
                      That might get a bit cumbersome Shadow.

                      An auction implies that it is public and that everyone is on a level playing field. This would be much easier to implement than a situation where bids have be scaled up or down depending on some criteria.

                      The possiblity of choosing whom to allow to enter the auction though, that shouldn't be overhard to do.

                      Comment


                      • #12
                        I think there are many problems that will arise from this idea, such as the one Shadowlord mention, that it would be hard to implement one that doesn't annoy the heck out of me and some others. If you can, then great, I'm all for it, but at the moment I don't think it's worth the effort. But I hope you manage to find a good solution.

                        Comment


                        • #13
                          Auctions should give a more "true" price of things normally, but it's not eBay so how about with few parties? It's a fun concept which was used in Diplomacy and maybe in other games; no idea if it fared well.

                          Would players end up screwed by trying to bet? Especially new or casual players, but also considering that players might go more tech-tech instead of $-tech.

                          Auctions, if it works, seem like it's as true as real, with all those diplomat bees doing their job. Offer less compared to others, and you can end up delayed by diplomacy or whattever in practice (even if in theory it's no auction). But for non-history/whattever buffs, can it look like some ad hoc gimmick? Would it demand some glue (text, image, screen...) to not hit the atmosphere?




                          I also have no idea of how hard it is to manage for an AI (or less experienced players). The most simplistic tedium killer would seem to be (sorry Yin, I'm dissecting your idea into pieces on the bloodied table of science ):
                          The player could simply put a tech and click "exchange for as much cash as possible to X Y and Z". You can't get more basic: the player does the same action as usual, but most of the tedium is carried by the computer. Compared to auctions, it seems to have good and bad aspects.
                          Go GalCiv, go! Go Society, go!

                          Comment


                          • #14
                            Thanks for the feedback everybody. Trifna raised an excellent point about not wanting to sell techs to the enemy, to which we could say that civs make bids, but you will retain control over to whom you sell. So, how about revisiting the auction results screen:

                            1st Place: Civ #1 bids 100 b.c. Would get immediate delivery.
                            2nd Place: Civ #2 bids 50 b.c. Gets delivery in 10 turns.
                            3rd Place: Civ #3 bids 45 b.c. Gets delivery in 11 turns.
                            4th Place: Civ #4 bids 40 b.c. Gets delivery in 14 turns.

                            TOTAL BIDS: 235 b.c. Do you accept the results of this auction? Yes/No"
                            Instead, we get:

                            1st Place: Civ #1 bids 100 b.c. Would get immediate delivery.Don't sell to this civ? Click HERE.
                            2nd Place: Civ #2 bids 50 b.c. Gets delivery in 10 turns. Don't sell to this civ? Click HERE.
                            3rd Place: Civ #3 bids 45 b.c. Gets delivery in 11 turns. Don't sell to this civ? Click HERE.
                            4th Place: Civ #4 bids 40 b.c. Gets delivery in 14 turns. Don't sell to this civ? Click HERE.

                            TOTAL ACCEPTED BIDS: 235 b.c. DONE
                            Two things to think about here:

                            1] If you say "No," does the civ next on the list move up on its delivery date? I vote yes. The only advantage to not doing so is that your rivals could still bid and if you didn't award them the tech they could still influence the delay of tech deliveries. That's kind of fun, and you could always agree to award the tech anyway to that civ if he's in there giving high bids just to try to thwart things...but I don't think Brad should spend AI time on that angle. Civs should just offer the prices they offer now but in as a group all on one screen.

                            2] The default could always be to accept the bids, BUT maybe we also add:

                            1st Place: Civ #1 bids 100 b.c. Would get immediate delivery. No? Click HERE to exclude this civ from your auctions.
                            You could always allow them back in via the auction screen by something at the bottom, like: "Click here to see which civs have been excluded from this auction. Click on one to invite it back in." This would work for me as once I nail down with whom I don't wish to sell stuff, that stays pretty constant the rest of the game.
                            Last edited by yin26; March 17, 2006, 11:24.
                            I've been on these boards for a long time and I still don't know what to think when it comes to you -- FrantzX, December 21, 2001

                            "Yin": Your friendly, neighborhood negative cosmic force.

                            Comment


                            • #15
                              I thought about it a bit and an exterior form came to my mind: some sort of proto-"intergalactic summit". Practically, a way to trade simultaneously with multiple civs.

                              - Invite who you want
                              - (optional if it's auctioned: ) grade the appreciation you give to each civ in relation to others present -info is or not public
                              - Propose what is to trade
                              - Get it sold - should it be as a competition for trading capacities (auction), or minimally some kind of automatic-selling


                              This way, it adds a whole dimension to gameplay and brings bean-counting down (which becomes important as we have more and more civs in games like GalCiv). And if useful, it could be expanded to whattever agreements (but techs are different as they don't "change hands" once exchanged, as a ship).




                              As for the auction itself, maybe the number of turns to lapse should be more important for new techs. It's a way to get the old stuff passed faster and make the high tech more "sought after" (or its few specialists anyway), and in fact it's just like that in reality. Doesn't the balance look like a puzzle though?
                              Last edited by Trifna; March 23, 2006, 13:08.
                              Go GalCiv, go! Go Society, go!

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