Friday, November 15, 2013

Goods and Production Rate Balancing

The economy of Cultura is serious business. It's also set in the paleolithic age. For the alpha, the technology and economy will span only the paleolithic age. The "full" game, first iteration, will span from paleolithic to neolithic (the three ages will be paleolithic, mesolithic and neolithic). So let's take a look at the various concerns by splitting the economy into its various stages.

  • Sourcing Raw Resources
  • Collecting Resources
  • Producing Goods
  • Consumption

Sourcing Raw Resources

The beginning starts with a small band of sentients (human, ogre or elf) exploring an unknown landscape. There's no fog of war but the map is large (think Anno 1701 size). There's plenty of space. There's trees, bushes, grassy patches and animals. At the start, trees and animals are plentiful. Bushes and grassy patches are scarce. Once you pick up the technology of planting, you get to shift the balance. You can plant new trees, bushes, grasses and whatnot to improve the growth rate of the land. You can replace what plants grow where (but climate penalties will be there). Animal population will depend on some plant in each land region, remove it and you lower their growth rate.

Renewable resources (anything falling under the tree, bush, grass and animal category) can grow faster at first by simply planting more of those plants. Once you start researching agriculture techs then you can improve the growth rate of plants in your land regions. A year is broken into four seasons. When a plant or animal hits its growing season it starts replenishing its resource. If it's already at max then it starts to spawn new versions of itself (trees grow new trees, animals give birth to new animals). Growth rate of plants depends on the number of plants. Animals births are limited by the plant they are dependent on.

Non-renewable resources have a "draw limit". You can only take so much from it before the site is "exhausted" and you must "find more". Why all in quotations? Because the game is meant to be played as long as a player feels like, if I were to put in actual numbers for the amount a non-renewable node held then there is also a limit on how long the game is played. I could always put in a really high number that is physically unreachable but psychologically speaking it's nicer to just be infinite. Another choice is to bug the player to do some more prospecting to magically find more resources every so often but meh it's pointless and adds nothing. Technological improvements increases the draw limit and is themed as increasing mining/quarrying technologies.

Balancing! This involves an excel sheet and lots of numbers. The question asked is "How many people do I want to be able to live in a particular land region at full goods consumption?". Also what is "full goods consumption"? That is, how many goods do I want people to be able to consume? Here's what I'm thinking:

  • Paleolithic: 6-9 Goods per capita
  • Mesolithic: 12-15 Goods per capita
  • Neolithic: 18-21 Goods per capita

For balancing purposes, this means you need to be able to source enough materials per capita to supply 6-9 goods and have enough left over labour output to produce those three goods. When you first start, your labour output is capable of producing about 2-3 goods and collecting the materials for them. By the end of finishing the Paleolithic industry technologies, then you are able to hit that 6-9 range. The timeframe for a particular age I'm aiming for is 4-9 hours (plenty of time for building a city, enjoying it, getting into trouble, dealing with politics and other AI players and setting up complex trade routes for a multi-tier industry).

Collecting Resources

Having said a mouthful before hand I can be more brief here. Collecting resources is just about sending all your people out there and then stripping the earth of its bounty. Technology improves the rate at which you do it via your stone tool. The stone tool will be a magical repeat technology which you can pour tech points into and will give you bonuses and also when you hit milestones give you named bonuses (such as "biface" or "burin").

Like before, it is balanced such that 50% of a person's labour is used up for collecting enough materials for 6-9 goods at maximum technology. You start off at around 2-3 goods at 50% of labour.

The main concern about collecting resources is that the player must watch the ecological damage caused and ensure that they properly balance growth technologies. If you clear cut a forest, it is gone and the trees spend a very long time trying to recover (because growth is based on the number of plants or animals). You can help to plant more trees or bushes though through agriculture (bushes and grasses) or silvaculture (trees), animals have no technology. Those technologies aren't available until neolithic though.

Producing Goods

After your hard work growing stuff and collecting it, now you mash it with your hammerstone repeatedly until it becomes something awesome... like bread or beer. Because hammering wheat with a stone makes beer. Trust me.

Essentially, people will grab what resources you've collected and turn them into goods. These goods are then distributed as you see fit. There isn't much more to say... collect stuff and turn it into usable stuff. The target is 6-9 goods produced at maximum Paleolithic tech.

Consumption

The game revolves around consuming ever greater amounts of goods to improve your health and happiness to levels that support ever greater populations. With more people comes more problems (plagues and riots, your choice... or perhaps as the Swedish say "Choose between Cholera and Plague"). But with more people comes larger armies, larger cities, more complex industry chains and so on.

Each good when consumed provides health and/or happiness. A city (all the people in a single land region) have a graduated requirement. That is, the first 10 people require nothing. The next 20 require 5 happiness/5 health each. The next 70 need 15/15 and so on. A good is consumed in one minute, a year is one hundred minutes and thus 100 goods are consumed in a year to be continuously consumed.

Property lasts 1 minute and then becomes "damaged" and requires upkeep. This means a person buys an intermediate good and it instantly repairs property in her possession. Consumable goods lasts 1 minute and then disappear when finished, thus requiring the person to buy more (food is a consumable as an example). Super property lasts forever and requires no upkeep. It however costs 10x as much materials and labour to produce than a typical good.

Finally, I do intend to put in some "slack" labour output. This allows for labour wasted due to walking around and carrying goods to places. There are also other functions that soak up labour such as house construction, people used up in conducting trade, people used up in policing or military services and the production of military goods.

Yay

In a short description, the robust economic system is meant to intrigue you in sourcing new resources to set up new industries (higher tier cross-requirement goods), while the UI is streamlined to ease the maintenance/expansion of existing industries. The result is a setting where you have a constantly expanding empire where diplomacy, war, trade, cooperation, subterfuge and all the like revolve around one thing: consume more goods. Well actually, it revolves around one thing... giganticus stacks of gold bullion. Mmm piles of shit.

Monday, November 11, 2013

Alpha Economy

Think about fields of giganticus stacks of gold bullion. Then remember that Cultura actually starts in the stone age so what you really have are stacks of polished gold rocks. So last time I talked about consolidating for Alpha, well this is about the actual economy.

Mmm.

Alright long story short there are 14 raw items: grain, fruit/vegetable, meat, stone, wood, earth, metal, bone, fur/skin, fibre, filler, herb, precious metal, precious stone.

Complicated enough? Of course not! This is an economy game. We expect flow charts that make your eyes bleed. The food type raw goods (grain, fruit/vegetable, meat) each lead to two consumable goods and one intermediate good. The others lead to one property good, one consumable good and one intermediate good. Precious metal and precious stone make one super property, one property and one intermediate. All of these goods are appropriately themed for stone age (although I haven't decided what exactly they will be quite yet).

What do I mean by those types? All goods provide health, happiness or production bonus. The type they are determines how they provide the benefit.

Consumable good is a good that someone will simply take and consume. As long as they are consuming it then they will receive its benefit. You can only consume type of an item. Higher quality consumable provides a better bonus.

Property good is a good you place inside your home and then gives you its benefit. However, over time they require upkeep which means it consumes one unit of intermediate good. In order to produce them they require the same intermediate good.

Super property is a good you place inside your home and then gives you its benefit. Then that's it. No upkeep and no repair.

There are 5 different residential buildings which consume all the property and super property.

Then there are 3 industrial buildings and 3 tools. This one is a bit more complicated, you might notice that I have been careful about production rates and ecological growth rates. What is important here is that I want a region of land to support 100 people continuously consuming all goods. So the base production rate is not capable of doing this; maxing out production rates is what will allows full consumption. A player needs to worry about ecological renewable resource growth rate (which can be improved via technology) and industrial bonuses (tools and industrial buildings and their associated technology). Essentially, a player has to balance how much they can take from the land without damaging it and how fast they can take from the land and turn it into goods.

For military, there are 3 weapons and 3 armour. This means 3 different damage types.

I've specifically not listed out the exact goods, bonuses and other numbers because they're likely to change quite often. However, this is what I plan to include for the Alpha. Most of the gameplay features now work so it's time to flesh them out with game data.

Resources and More!

The world of Cultura has been going on and I've been finishing up the xml loading portion of the game. Right now I've just finished what one of my friends call "jack-testing" (ie. it compiles) of the last piece of the xml loading; modular-izing the material selection window between the goods crafting UI and the building construction UI. Yaaay! In any case this brings me to a point where game design matters before continuing any further so I thought I'd consolidate the game for alpha at this point.

Here's what I'd like to have: 14 raw resources, 17 consumable goods, 7 property type goods, 4 super property goods, 5 residential structures, 3 industrial structures, 3 tools, 3 weapons, 3 armour. Of course, all the gameplay and dev-style UI to go with all these features. By the end of the alpha I'd like to have random level generation, fully fleshed out tech tree and wealth management UI (dev-style UI is fine).

Suffice to say, I like economics and I like playing games surrounding them. What I like most is being able to get a visual reward out of it. The core of Cultura is about building stuff, using the stuff and piling that stuff up into giganticus stacks of hoarding. This is why I like seeing new games on the horizon like Clockwork Empires. In any case, industry chains and goods piling? Mmm.

The exact idea is like this: Cultura is about building stuff and using that stuff to expand the number of people you can support. More people means more labour and more military manpower. Over-extending (by not watching your health/happiness) brings about negative consequences worse than the positive aspects of increased population. So the basic distillation of the game is: Harvest Resources -> Create/Trade Goods -> Consume Goods -> Expand.

As said before I like stockpiling good stuff so I invented the concept of "super-property" which for now is built off of two raw resources: precious metal and precious stone. These types of goods last forever, require no repair and give cumulative bonus. Everything else should be streamlined for consumption (rather than risk bottlenecks and pile up of useless goods). I might toy a bit with consumption rates and property use to allow cumulative bonus. It all depends on what is more fun with more tweaking. That aspect of game design can be left open.

Only the property type goods require an intermediate good to produce. This isn't always going to be the case but for the alpha goods it will be. I don't think I'll make a final decision on the exact material types and for now they will all be equal in value. The health/happiness system has yet to be worked out entirely but I can forge ahead with everything else and leave code stubs for those calculations. In essence, I want a way to encourage players to have a variety of goods. For instance, if you want pottery you could get blue clay pottery or red clay pottery. You can store up to 5 pottery in a display room. If you display a greater variety of different pottery the bonus is greater than showing the same pottery. But with the possibility of blue clay pottery, blue/red clay pottery, red clay pottery... what is the bonus of using blue clay, blue clay, blue/red clay versus blue clay, red clay, blue/red clay? In the latter case, you already have pottery that uses red clay but not a purely red clay pottery... however items with more materials in them give more value. I might calculate bonus based off of "sum of item level" and then a second additional bonus of "materials used"

I'll compile a list of exactly what goods will be in the game design wise but leave what they actually are open. That is I'll say I need a Bone Consumable Good but it could be "bonemeal". I'm leaving that open since I have no graphics yet and the Stone Age theme requires a bit of resource to see what exactly people back then had. I'll also leave out tech-themed goods until the beta (Mundane, Steampunk and Fantasy). But in general, the Mundane gets the advantage of being able to build more types of goods (and thus receive more health/happiness as a result) to compete with the advantages of magic (Fantasy) or advanced machinery (Steampunk).