Spiffing Up the Economic Model
Posted: Tue Dec 01, 2009 4:05 am
Spiffing Up the Economic Model
There have been more than a few complaints about the economics model of Armada 2526, mostly concerning the humans given their unrest problem, and several suggestions for fixes. Hopefully this will become the primary thread for addressing these issues.
I suggest, though, that we spend some time figuring out what the problems really are before getting into specifics for fixes. This is not just a question of an economics model because how players approach the game is critical here. Fixes which do not consider the latter might make things worse in addition to simply not working very well. With that in mind here is:
Nature of the Problem
IMO there is a fundamental design flaw in Armada’s economics model in that its colony management screen focuses players on the wrong thing – a colony’s population – concerning its industrial productivity. Players look at the boxes for possible buildings (Structures) on the colony, which are directly related to its population, and think those show how productive the colony can be. They also expect that a colony’s mineral wealth affects this, but fundamentally the colony management screen tends to make them think population is what makes a colony productive.
And this is simply not the case. Rather a given colony’s productivity is based solely on the degree to which its mineral wealth is exploited, and everything else depends on an empire’s tax income as a whole. A given colony’s tax income is simply irrelevant. This is counter-intuitive for players, who tend to believe that a colony’s local income is another important element of its industrial production.
And players are used to enhancing a given colony’s industrial productivity with buildings, as that is normal in these types of games. Armada does that too, but it adds a new feature not present in past games of this genre- really significant maintenance costs for buildings. Many buildings in Armada are quite counter-productive – they cost scads of money but their benefits are either minimal or greatly outweighed by their on-going expenses.
It is one thing for a given building to simply be ineffective, and by its presence keep more beneficial buildings from being constructed, but quite another for buildings to wreck a player’s economy through high maintenance expenses.
The tutorial and sucky manual do not at all alert players to the rather striking degree to which Armada’s economic model deviates from the normal for turn-based space 4x games.
Players’ misconceptions about Armada’s economic model leads them to play it in a way which tends to get them killed. Overbuilding has not before been a problem in this genre, but it is for Armada and players right now are losing because they don’t understand that.
This is a leading cause of the complaints to date. Another is that some things are overdone, or done badly, in the Armada design. The negative unrest modifier for humans is clearly excessive, and playing the humans first while learning the game is what almost every new player does. Another problem is that bureaucracy is tied to popularity and unrest rather than directly affecting productivity. The latter strikes me as another design flaw for reasons I have described in another thread, but my point here is that its present implementation flat out adds to complaints about the economic model. IMO each of these points should be considered separately.
And, IMO, the first question to ask before proposing fixes for the economic model is how that relates to the preconceived expectations of most players as to how things ought to work. I.e., keep the market in mind when doing anything.
The next questions are whether a problem is overall so great that fixing it both requires that something fundamental in the game system be changed, and whether the cost of doing that is so great that living with the problem, or a lesser fix, is desirable.
Among the things that I regard as unchangeable (and feel free to correct me if I’m wrong) are:
a) there may only be one building per Structure box on the Colony Management screen (though it might be possible to allow more than the existing number of 16 Structures per planet through use of a vertical slider bar like the one on the Defenses panel appearing to the right of the Structures panel);
b) individual colonies do not have treasuries;
c) a given colony’s current tax income has nothing to do with its productivity.
I believe Bob should reconsider the degree to which his economic model is counter-intuitive. He’s not dealing with a market new to turn-based space 4x games. Almost all people who buy this game will have had some experience with other 4x games and, given this game’s almost complete lack of advertising, most buyers will have some experience with turn-based space 4x games. Players’ experience with other 4x games shapes their expectations of how Armada works.
And those expectations do include a priority on building structures on colonies as the path to success. Players absolutely, positively, will want to fill up every available slot on the Structures portion of the Colony Management screen, and without considering maintenance expenses. This expectation is, more than any other single thing, causing the financial problems for player empires which have resulted in the most complaints. I doubt that any tutorial or bold-faced warning in an instruction manual can change this.
Players’ experience with other 4x games, but particularly space ones, also leads them to expect that the chief purpose of colony management is to maximize ship production for war. They want to maximize ship production. Pumping out as many ships as possible, as fast as possible, is how they think they should win. They just don’t see any downside to that. I am not aware of ship maintenance expenses, per se, being a problem in any other space 4x game. The limitation has always been production.
Bob is asking an awful lot in going against the two biggest player expectations for this game genre. But, given that his economic model relies on major maintenance expenses, I just don’t see how it is possible to dump that entirely in this game. It might be possible in a second edition, but this game has to be a success first.
I recommend Bob at least decrease the maintenance expenses of planetary Structures, plus those of planetary defenses, while keeping (or even increasing) the present maintenance expenses of ships. That way empires which suddenly lose most of their ships will experience a sharp drop in maintenance expenses and so have the sudden increase in overall revenue necessary to produce a replacement fleet fairly quickly. Plus scrapping ships will provide a quick, albeit brutal, method of reducing expenses quickly if a player gets into major financial trouble.
The fixes I propose are:
1) Naval Bases and Reserve status which reduce ship maintenance expenses;
2) addition of new income-producing Structures plus significant reductions in Structure maintenance expense;
3) modifications (mostly reductions) in the maintenance expenses of fixed colonial defenses, plus limitations on their numbers based on colonial population and whether new Planetary Defense Structures are present;
4) modifications to the maximum populations of colonies, and the number of structures which can be built, based on both their initial environment and technological advances;
5) modify the costs of building Structures relative to Ships based on a colony’s exploited mineral wealth;
Fix Number 1 – Naval Bases and Reserve Ships
With that in mind, here are some initial ideas on revising the concept of ship maintenance expenses which will both improve the game AND immediately draw the attention of players to the concept at all.
First, I suggest a new Structure called “Naval Base” which is expensive, takes a long time to build, has its own significant maintenance expense, and can only be built at colonies with a certain minimum population – say 20 million. The maintenance expenses of ships located at a colony with a Naval Base would be reduced by, say, 50%. It might be desirable to limit the total number of ships which a given Naval Base can reduce the maintenance expenses of – say twenty ships total per base – instead of having a requirement that they be built only at worlds with a minimum population size. If you want to cheaply garrison sixty ships at a given planet, you’d need three Naval Base Structures there.
Next I suggest a related feature whereby ships can be put into a “reserve” status which dramatically reduces their maintenance expenses at the cost of the ships being unable to defend themselves plus, if possible, a prohibition on their movement on the turn after their “activation” (and they’d pay active duty maintenance expenses on the turn they can’t move). The concept of space navy ships in reserve is widely used in military science-fiction, and so one which players can grasp.
While the Reserve Ships concept can be done as a stand-alone, I’d tie it to the Naval Base concept, by allowing ships to be put into Reserve only at colonies with Naval Bases. Ships on active duty at colonies with Naval Bases would pay 50% of normal maintenance expenses, while ships in Reserve at such colonies would pay only 10% of normal maintenance expenses. Any limitation on the number of ships a given Naval Base can maintain in reserve would apply here too – if you have 20 ships in reserve and 10 on active duty protecting them and the planet, you might need two Naval Bases to reduce their maintenance expenses.
Another possible new feature in this regard, which would be mostly useful in educating players about the need to pay attention to maintenance expenses, would be to significantly increase the maintenance expenses of older ships, perhaps on some sort of sliding scale as they age, to discourage empires from hanging onto obsolete ships indefinitely. The concept of higher maintenance expenses for older equipment is familiar enough to the public that this would direct players’ attention to the concept of fleet maintenance expenses as something to pay attention to.
IMO the Naval Base and Reserve Ships fixes, if implemented, will considerably enhance game play, educate players about the need to consider maintenance expenses, and dramatically enhance the role-playing part of the game through simulation of real-life war-fighting issues. Players will tend to keep ships in reserve in peacetime, concentrate their peace-time ship construction on “capital” ships (ones with build times of 4-5 turns), as opposed to smaller ships with build times of only 2-3 turns, as the latter can be built faster in wartime and, most importantly, really drive home to them that wars are expensive with all those ships called out of reserve. They’ll be driven to accumulating huge financial reserves in peace, burning those up in war and having to make peace because they can’t afford war any longer. All of which is familiar to players from real life.
I do not see any downside to the Naval Base and “reserve ships” concepts. It looks like those would go very well with Bob’s existing economic model. The only interface changes would be the creation of a new “Naval Base” Structure, and some graphical means of identifying which ships at colonies with Naval Bases are in reserve (probably a little “R” symbol next to them) and which are being Activated (i.e., can’t move that turn – possibly a little “A” next to them.
Fix No. 2 – Structure Income & Maintenance Expense
More than a few people here and on Ntronium’s own forum have requested that additional Structures be created which produce income. I completely agree. The absence of such structures from the present game is one of the causes of player confusion and frustration. They expect Structures to be good things.
More importantly, though, players do not expect Structures to be bad things. IMO Bob is plain asking too much to get his market to swallow both ship and structure maintenance expenses, and the ship ones are more important to preserving the essential character of his economic model.
Figuring out the best blend of reduced maintenance expense and additional income from Structures is pretty much a spreadsheet issue. I’d start by at least halving Structure maintenance expense across the board (ALL of them). If that produces too great an effect with even moderate revenue boosts from income-producing structures, I’d increase ship maintenance expense by however much is necessary to allow significant decreases in Structure maintenance expenses.
If Structures produce income, new ones could be added to the tech trees so that the income of colonies could rise as empires progress technologically. There are many ways the desired effects here could be achieved.
Fix No. 3 – Planetary Defenses
I’d also sharply reduce the maintenance expenses of planetary defenses (missile bases, troops, orbital stations, etc.) while limiting their number based on colonial population. Right now the numbers of planetary defenses are limited based on maintenance expense, and this is a bad thing for players, particularly those who like to “turtle up” on defense. I want the latter group to like this game. They’ll overbuild planetary defenses everywhere they can, wonder why their empires have financial problems, and quit the game in disgust. My experience is that space 4x game designers cannot induce “turtle” type players not to be that way. They’re that way because that’s who they are. Game designers have a choice in letting turtle players do it their way or not having them as customers. I’d rather have them as customers.
So, with that in mind, I’d put hard limits on the numbers of local defense items all players can build at any given colony based on population size, accept that a non-trivial portion of the market will build to whatever maximum they are allowed, and limit the damage from the latter doing it their way.
As an example, every colony might be allowed five missile bases, one ground unit and one orbital station regardless of population, and the same number for each ten million population above that, plus the same number for each new Structure on a colony which I'd call “Planetary Defense Centers”. Let the turtle players cover their planets wall-to-wall with Planetary Defense Centers. They’d love it. And they really could hand them nasty aliens their asses when attacked. They wouldn’t be able to do much besides defend, but that’s what they want. Non-turtle players would show more sanity and not build many PDC’s.
But, when the turtle players feel safe, they could dismantle some of PDC's, build other structures and go on the attack and feel good that way. The customer is always right. It’s a game designer’s job to let as many players as possible have what passes for a good time (for the players) doing it their way however that way is.
I believe even normal players would also appreciate a chance to make a big colony in a particularly strategic location pretty much impregnable every few games, and it would certainly be interesting if AI empires occasionally do the same.
Fix No. 4 – Colony Population & Environment Changes
Changes which I strongly advocate involve the colony population and environment models. Much can be done here to enhance the science-fiction feel of the game, and role-playing of the empires, as well as increasing income as technology advances. Some of this might, however, require interfaces change in terms of the population and number of Structures which can exist on any given colony, but that could be handled with the addition of vertical slider bars next to the Population and Structures panels of the Colony Management screen just as the Defenses panel has a vertical slider bar next to it. I’d keep the 6.67 million population per Structure limit.
I would add Oort Habitat and Space Habitats (ringworlds) as places where a given colony can have population and Structures. Those would be accessible only when the technology to exploit them is researched. Only star systems with Oort Clouds could have Oort Habitats, and that would be a lower level of technology than the Space Habitat. Space Habitats could be built around any star, including neutron stars, but Oort Clouds can be mined. It would be possible to have both Oort and Space Habitats at star systems with Oort Clouds.
How much additional population and Structures can be built on Oort Clouds and in Space Habitats is a good subject for discussion. I’d tie that to my request for changes to existing planetary colonies.
Right now we have a distinction between systems with asteroids (5 million maximum population) versus systems with planets (100 million), with habitability differences between colonizable planets showing up only in population growth rates and happiness. I’d differentiate colonized systems between asteroids (five million total maximum population), barren worlds for a given race (twenty million maximum), habitable worlds (fifty million), and ideal worlds (100 million). Oort and Space Habitats might add 50 million each, so the maximum population per system would be 200 million for those with Oort Clouds and 150 million for those without them.
I’d have no population growth on barren worlds for a race, half normal population growth on habitable ones, and normal population growth on ideal ones. I’d also have no population growth for races forming less than a majority of the total population on any given world as it multi-racial planets will pose a problem for this model. Oort and Space habitats would have half normal population growth.
What races form a colony’s population would have to be taken into account here, which would be simple to do. The game system would assign a habitability rating for each race to each world, assuming there is a world in that star system at all. The total possible population on a given world would be determined by whichever race composes a majority of its population provided that no other race has more than four million people there. If no race has a majority, the maximum population is twenty million (it’s barren for all races). But if, say, a world has nine million humans, four million Qa Qa and three million AROM, the humans would be a majority such that, if it was a “habitable” world for humans, the maximum population would be fifty million as long as no non-human race has more than four million people there.
Which also means that a world’s habitability rating can drop if a minority race grows past four million, so I wouldn’t allow such growth, and justify that after-the fact (xenophobia inhibits reproductive activity).
The existing two types of terraforming tech would, here, each have the effect of adding a level to habitability. The first terraforming tech would increase the habitability of a given colony by one level, say from barren to habitable, or from habitable to ideal. The second could take it up another level, so a barren world could go to ideal. Getting above ideal would require the Oort or Space Habitat techs.
Note that the Terraforming I, Terraforming II, Oort Habitat and Space Habitat techs each entails building of a Structure by that name. Those can be destroyed, which would immediately drop the maximum population of that system. There is already a real good unrest penalty for that sort of overcrowding. On the other hand, having both terraforming Structures on a world means that it is an ideal Habitat for all twelve races at the same time, i.e., they can mingle freely with no environment penalty to happiness.
Note that this effective doubling of population per colony due to technological advances would really foster development of empires which are great in taxable income and power, but with no increase whatever in terms of the number of colonies. That could make a very great difference in the adverse effect of bureaucracy if the latter is measured more by numbers of colonies than total population, and that should certainly be something players can mod. Many, many players of turn-based space 4x games prefer to follow a “turtle” defensive strategy in which they concentrate on empire management, and this concept would foster such a strategy.
Fix No. 5 – Making Poor Worlds More Useful
I would make poor worlds more useful by eliminating some of their bad points. Worlds which are habitable or have ideal environments should be important even when mineral wealth is lacking. It is barren worlds which should suffer penalties.
I would first eliminate the 25% disadvantage to tax revenues on poor worlds, and impose it on barren ones instead. Barren worlds have sharply increased living expenses due to far greater life support needs.
I would also change the existing modifications to the costs of building and maintaining Structures as opposed to Ships and planetary defenses/troops. Right now it is based on exploited mineral wealth. Everything built on poor worlds costs more than the same things built on non-poor worlds. All items – Structures as well as ships, troops, etc., cost less on rich worlds than on worlds with average mineral wealth. The presence of mine structures reduces the building costs of everything.
I would keep the existing changes in building & maintenance expenses of ships and planetary defenses/troops based on mineral wealth. Those would still cost more on poor worlds than on average worlds, less on rich ones, etc.
But I propose that the cost of building Structures on colonies be based on their environment, which I would change to the three categories of barren, habitable and ideal. Structures would cost more on worlds with a barren environment (which includes asteroids), and less on ideal ones. Costs would be normal for worlds whose environment is habitable, or on Oort and Space Habitats. IMO any society with the tech to build Oort and Space Habitats would be able to make those at least habitable.
My objective here is to make it easier to build structures on poor worlds so they will be good places to do research and raise revenue (the latter through the new revenue-enhancing buildings). Right now poor worlds are useful mostly as places to dump unwanted alien races. Poor worlds should be useful for things other than building ships, i.e., research and revenue producing Structures. Barren worlds should be the places to dump unwanted aliens. Look at the conceptions of prison worlds in science-fiction movies – they’re all awful places. Cater to that pre-conception held by players of these games, all of whom are familiar with science-fiction stereotypes. This enhances role-playing in Armada 2526.
There have been more than a few complaints about the economics model of Armada 2526, mostly concerning the humans given their unrest problem, and several suggestions for fixes. Hopefully this will become the primary thread for addressing these issues.
I suggest, though, that we spend some time figuring out what the problems really are before getting into specifics for fixes. This is not just a question of an economics model because how players approach the game is critical here. Fixes which do not consider the latter might make things worse in addition to simply not working very well. With that in mind here is:
Nature of the Problem
IMO there is a fundamental design flaw in Armada’s economics model in that its colony management screen focuses players on the wrong thing – a colony’s population – concerning its industrial productivity. Players look at the boxes for possible buildings (Structures) on the colony, which are directly related to its population, and think those show how productive the colony can be. They also expect that a colony’s mineral wealth affects this, but fundamentally the colony management screen tends to make them think population is what makes a colony productive.
And this is simply not the case. Rather a given colony’s productivity is based solely on the degree to which its mineral wealth is exploited, and everything else depends on an empire’s tax income as a whole. A given colony’s tax income is simply irrelevant. This is counter-intuitive for players, who tend to believe that a colony’s local income is another important element of its industrial production.
And players are used to enhancing a given colony’s industrial productivity with buildings, as that is normal in these types of games. Armada does that too, but it adds a new feature not present in past games of this genre- really significant maintenance costs for buildings. Many buildings in Armada are quite counter-productive – they cost scads of money but their benefits are either minimal or greatly outweighed by their on-going expenses.
It is one thing for a given building to simply be ineffective, and by its presence keep more beneficial buildings from being constructed, but quite another for buildings to wreck a player’s economy through high maintenance expenses.
The tutorial and sucky manual do not at all alert players to the rather striking degree to which Armada’s economic model deviates from the normal for turn-based space 4x games.
Players’ misconceptions about Armada’s economic model leads them to play it in a way which tends to get them killed. Overbuilding has not before been a problem in this genre, but it is for Armada and players right now are losing because they don’t understand that.
This is a leading cause of the complaints to date. Another is that some things are overdone, or done badly, in the Armada design. The negative unrest modifier for humans is clearly excessive, and playing the humans first while learning the game is what almost every new player does. Another problem is that bureaucracy is tied to popularity and unrest rather than directly affecting productivity. The latter strikes me as another design flaw for reasons I have described in another thread, but my point here is that its present implementation flat out adds to complaints about the economic model. IMO each of these points should be considered separately.
And, IMO, the first question to ask before proposing fixes for the economic model is how that relates to the preconceived expectations of most players as to how things ought to work. I.e., keep the market in mind when doing anything.
The next questions are whether a problem is overall so great that fixing it both requires that something fundamental in the game system be changed, and whether the cost of doing that is so great that living with the problem, or a lesser fix, is desirable.
Among the things that I regard as unchangeable (and feel free to correct me if I’m wrong) are:
a) there may only be one building per Structure box on the Colony Management screen (though it might be possible to allow more than the existing number of 16 Structures per planet through use of a vertical slider bar like the one on the Defenses panel appearing to the right of the Structures panel);
b) individual colonies do not have treasuries;
c) a given colony’s current tax income has nothing to do with its productivity.
I believe Bob should reconsider the degree to which his economic model is counter-intuitive. He’s not dealing with a market new to turn-based space 4x games. Almost all people who buy this game will have had some experience with other 4x games and, given this game’s almost complete lack of advertising, most buyers will have some experience with turn-based space 4x games. Players’ experience with other 4x games shapes their expectations of how Armada works.
And those expectations do include a priority on building structures on colonies as the path to success. Players absolutely, positively, will want to fill up every available slot on the Structures portion of the Colony Management screen, and without considering maintenance expenses. This expectation is, more than any other single thing, causing the financial problems for player empires which have resulted in the most complaints. I doubt that any tutorial or bold-faced warning in an instruction manual can change this.
Players’ experience with other 4x games, but particularly space ones, also leads them to expect that the chief purpose of colony management is to maximize ship production for war. They want to maximize ship production. Pumping out as many ships as possible, as fast as possible, is how they think they should win. They just don’t see any downside to that. I am not aware of ship maintenance expenses, per se, being a problem in any other space 4x game. The limitation has always been production.
Bob is asking an awful lot in going against the two biggest player expectations for this game genre. But, given that his economic model relies on major maintenance expenses, I just don’t see how it is possible to dump that entirely in this game. It might be possible in a second edition, but this game has to be a success first.
I recommend Bob at least decrease the maintenance expenses of planetary Structures, plus those of planetary defenses, while keeping (or even increasing) the present maintenance expenses of ships. That way empires which suddenly lose most of their ships will experience a sharp drop in maintenance expenses and so have the sudden increase in overall revenue necessary to produce a replacement fleet fairly quickly. Plus scrapping ships will provide a quick, albeit brutal, method of reducing expenses quickly if a player gets into major financial trouble.
The fixes I propose are:
1) Naval Bases and Reserve status which reduce ship maintenance expenses;
2) addition of new income-producing Structures plus significant reductions in Structure maintenance expense;
3) modifications (mostly reductions) in the maintenance expenses of fixed colonial defenses, plus limitations on their numbers based on colonial population and whether new Planetary Defense Structures are present;
4) modifications to the maximum populations of colonies, and the number of structures which can be built, based on both their initial environment and technological advances;
5) modify the costs of building Structures relative to Ships based on a colony’s exploited mineral wealth;
Fix Number 1 – Naval Bases and Reserve Ships
With that in mind, here are some initial ideas on revising the concept of ship maintenance expenses which will both improve the game AND immediately draw the attention of players to the concept at all.
First, I suggest a new Structure called “Naval Base” which is expensive, takes a long time to build, has its own significant maintenance expense, and can only be built at colonies with a certain minimum population – say 20 million. The maintenance expenses of ships located at a colony with a Naval Base would be reduced by, say, 50%. It might be desirable to limit the total number of ships which a given Naval Base can reduce the maintenance expenses of – say twenty ships total per base – instead of having a requirement that they be built only at worlds with a minimum population size. If you want to cheaply garrison sixty ships at a given planet, you’d need three Naval Base Structures there.
Next I suggest a related feature whereby ships can be put into a “reserve” status which dramatically reduces their maintenance expenses at the cost of the ships being unable to defend themselves plus, if possible, a prohibition on their movement on the turn after their “activation” (and they’d pay active duty maintenance expenses on the turn they can’t move). The concept of space navy ships in reserve is widely used in military science-fiction, and so one which players can grasp.
While the Reserve Ships concept can be done as a stand-alone, I’d tie it to the Naval Base concept, by allowing ships to be put into Reserve only at colonies with Naval Bases. Ships on active duty at colonies with Naval Bases would pay 50% of normal maintenance expenses, while ships in Reserve at such colonies would pay only 10% of normal maintenance expenses. Any limitation on the number of ships a given Naval Base can maintain in reserve would apply here too – if you have 20 ships in reserve and 10 on active duty protecting them and the planet, you might need two Naval Bases to reduce their maintenance expenses.
Another possible new feature in this regard, which would be mostly useful in educating players about the need to pay attention to maintenance expenses, would be to significantly increase the maintenance expenses of older ships, perhaps on some sort of sliding scale as they age, to discourage empires from hanging onto obsolete ships indefinitely. The concept of higher maintenance expenses for older equipment is familiar enough to the public that this would direct players’ attention to the concept of fleet maintenance expenses as something to pay attention to.
IMO the Naval Base and Reserve Ships fixes, if implemented, will considerably enhance game play, educate players about the need to consider maintenance expenses, and dramatically enhance the role-playing part of the game through simulation of real-life war-fighting issues. Players will tend to keep ships in reserve in peacetime, concentrate their peace-time ship construction on “capital” ships (ones with build times of 4-5 turns), as opposed to smaller ships with build times of only 2-3 turns, as the latter can be built faster in wartime and, most importantly, really drive home to them that wars are expensive with all those ships called out of reserve. They’ll be driven to accumulating huge financial reserves in peace, burning those up in war and having to make peace because they can’t afford war any longer. All of which is familiar to players from real life.
I do not see any downside to the Naval Base and “reserve ships” concepts. It looks like those would go very well with Bob’s existing economic model. The only interface changes would be the creation of a new “Naval Base” Structure, and some graphical means of identifying which ships at colonies with Naval Bases are in reserve (probably a little “R” symbol next to them) and which are being Activated (i.e., can’t move that turn – possibly a little “A” next to them.
Fix No. 2 – Structure Income & Maintenance Expense
More than a few people here and on Ntronium’s own forum have requested that additional Structures be created which produce income. I completely agree. The absence of such structures from the present game is one of the causes of player confusion and frustration. They expect Structures to be good things.
More importantly, though, players do not expect Structures to be bad things. IMO Bob is plain asking too much to get his market to swallow both ship and structure maintenance expenses, and the ship ones are more important to preserving the essential character of his economic model.
Figuring out the best blend of reduced maintenance expense and additional income from Structures is pretty much a spreadsheet issue. I’d start by at least halving Structure maintenance expense across the board (ALL of them). If that produces too great an effect with even moderate revenue boosts from income-producing structures, I’d increase ship maintenance expense by however much is necessary to allow significant decreases in Structure maintenance expenses.
If Structures produce income, new ones could be added to the tech trees so that the income of colonies could rise as empires progress technologically. There are many ways the desired effects here could be achieved.
Fix No. 3 – Planetary Defenses
I’d also sharply reduce the maintenance expenses of planetary defenses (missile bases, troops, orbital stations, etc.) while limiting their number based on colonial population. Right now the numbers of planetary defenses are limited based on maintenance expense, and this is a bad thing for players, particularly those who like to “turtle up” on defense. I want the latter group to like this game. They’ll overbuild planetary defenses everywhere they can, wonder why their empires have financial problems, and quit the game in disgust. My experience is that space 4x game designers cannot induce “turtle” type players not to be that way. They’re that way because that’s who they are. Game designers have a choice in letting turtle players do it their way or not having them as customers. I’d rather have them as customers.
So, with that in mind, I’d put hard limits on the numbers of local defense items all players can build at any given colony based on population size, accept that a non-trivial portion of the market will build to whatever maximum they are allowed, and limit the damage from the latter doing it their way.
As an example, every colony might be allowed five missile bases, one ground unit and one orbital station regardless of population, and the same number for each ten million population above that, plus the same number for each new Structure on a colony which I'd call “Planetary Defense Centers”. Let the turtle players cover their planets wall-to-wall with Planetary Defense Centers. They’d love it. And they really could hand them nasty aliens their asses when attacked. They wouldn’t be able to do much besides defend, but that’s what they want. Non-turtle players would show more sanity and not build many PDC’s.
But, when the turtle players feel safe, they could dismantle some of PDC's, build other structures and go on the attack and feel good that way. The customer is always right. It’s a game designer’s job to let as many players as possible have what passes for a good time (for the players) doing it their way however that way is.
I believe even normal players would also appreciate a chance to make a big colony in a particularly strategic location pretty much impregnable every few games, and it would certainly be interesting if AI empires occasionally do the same.
Fix No. 4 – Colony Population & Environment Changes
Changes which I strongly advocate involve the colony population and environment models. Much can be done here to enhance the science-fiction feel of the game, and role-playing of the empires, as well as increasing income as technology advances. Some of this might, however, require interfaces change in terms of the population and number of Structures which can exist on any given colony, but that could be handled with the addition of vertical slider bars next to the Population and Structures panels of the Colony Management screen just as the Defenses panel has a vertical slider bar next to it. I’d keep the 6.67 million population per Structure limit.
I would add Oort Habitat and Space Habitats (ringworlds) as places where a given colony can have population and Structures. Those would be accessible only when the technology to exploit them is researched. Only star systems with Oort Clouds could have Oort Habitats, and that would be a lower level of technology than the Space Habitat. Space Habitats could be built around any star, including neutron stars, but Oort Clouds can be mined. It would be possible to have both Oort and Space Habitats at star systems with Oort Clouds.
How much additional population and Structures can be built on Oort Clouds and in Space Habitats is a good subject for discussion. I’d tie that to my request for changes to existing planetary colonies.
Right now we have a distinction between systems with asteroids (5 million maximum population) versus systems with planets (100 million), with habitability differences between colonizable planets showing up only in population growth rates and happiness. I’d differentiate colonized systems between asteroids (five million total maximum population), barren worlds for a given race (twenty million maximum), habitable worlds (fifty million), and ideal worlds (100 million). Oort and Space Habitats might add 50 million each, so the maximum population per system would be 200 million for those with Oort Clouds and 150 million for those without them.
I’d have no population growth on barren worlds for a race, half normal population growth on habitable ones, and normal population growth on ideal ones. I’d also have no population growth for races forming less than a majority of the total population on any given world as it multi-racial planets will pose a problem for this model. Oort and Space habitats would have half normal population growth.
What races form a colony’s population would have to be taken into account here, which would be simple to do. The game system would assign a habitability rating for each race to each world, assuming there is a world in that star system at all. The total possible population on a given world would be determined by whichever race composes a majority of its population provided that no other race has more than four million people there. If no race has a majority, the maximum population is twenty million (it’s barren for all races). But if, say, a world has nine million humans, four million Qa Qa and three million AROM, the humans would be a majority such that, if it was a “habitable” world for humans, the maximum population would be fifty million as long as no non-human race has more than four million people there.
Which also means that a world’s habitability rating can drop if a minority race grows past four million, so I wouldn’t allow such growth, and justify that after-the fact (xenophobia inhibits reproductive activity).
The existing two types of terraforming tech would, here, each have the effect of adding a level to habitability. The first terraforming tech would increase the habitability of a given colony by one level, say from barren to habitable, or from habitable to ideal. The second could take it up another level, so a barren world could go to ideal. Getting above ideal would require the Oort or Space Habitat techs.
Note that the Terraforming I, Terraforming II, Oort Habitat and Space Habitat techs each entails building of a Structure by that name. Those can be destroyed, which would immediately drop the maximum population of that system. There is already a real good unrest penalty for that sort of overcrowding. On the other hand, having both terraforming Structures on a world means that it is an ideal Habitat for all twelve races at the same time, i.e., they can mingle freely with no environment penalty to happiness.
Note that this effective doubling of population per colony due to technological advances would really foster development of empires which are great in taxable income and power, but with no increase whatever in terms of the number of colonies. That could make a very great difference in the adverse effect of bureaucracy if the latter is measured more by numbers of colonies than total population, and that should certainly be something players can mod. Many, many players of turn-based space 4x games prefer to follow a “turtle” defensive strategy in which they concentrate on empire management, and this concept would foster such a strategy.
Fix No. 5 – Making Poor Worlds More Useful
I would make poor worlds more useful by eliminating some of their bad points. Worlds which are habitable or have ideal environments should be important even when mineral wealth is lacking. It is barren worlds which should suffer penalties.
I would first eliminate the 25% disadvantage to tax revenues on poor worlds, and impose it on barren ones instead. Barren worlds have sharply increased living expenses due to far greater life support needs.
I would also change the existing modifications to the costs of building and maintaining Structures as opposed to Ships and planetary defenses/troops. Right now it is based on exploited mineral wealth. Everything built on poor worlds costs more than the same things built on non-poor worlds. All items – Structures as well as ships, troops, etc., cost less on rich worlds than on worlds with average mineral wealth. The presence of mine structures reduces the building costs of everything.
I would keep the existing changes in building & maintenance expenses of ships and planetary defenses/troops based on mineral wealth. Those would still cost more on poor worlds than on average worlds, less on rich ones, etc.
But I propose that the cost of building Structures on colonies be based on their environment, which I would change to the three categories of barren, habitable and ideal. Structures would cost more on worlds with a barren environment (which includes asteroids), and less on ideal ones. Costs would be normal for worlds whose environment is habitable, or on Oort and Space Habitats. IMO any society with the tech to build Oort and Space Habitats would be able to make those at least habitable.
My objective here is to make it easier to build structures on poor worlds so they will be good places to do research and raise revenue (the latter through the new revenue-enhancing buildings). Right now poor worlds are useful mostly as places to dump unwanted alien races. Poor worlds should be useful for things other than building ships, i.e., research and revenue producing Structures. Barren worlds should be the places to dump unwanted aliens. Look at the conceptions of prison worlds in science-fiction movies – they’re all awful places. Cater to that pre-conception held by players of these games, all of whom are familiar with science-fiction stereotypes. This enhances role-playing in Armada 2526.