Game Suggestion: Policy
Posted: Sat Aug 07, 2010 8:48 am
Hi all. First off, I'd like to thank the developers for continuing to invest in and improve this game…the current version is a lot of fun.
One thing I've appreciated about this game from the very beginning is the design ethos against micromanagement. I think the following suggestion would fit in with that ethos and help extend player control while further reducing micromanagement…
Basically, in my current game I find myself spending approximately 50-75% of my time doing fairly rudimentary stuff, mainly building small spaceports on all the planets I've colonised (and I’ve colonised a lot) and managing taxes. Now I appreciate the AI can do these things, but the fact is that I have a very clear model for how I want to run my empire:
- All new colonies get a spaceport to help promote trade
- Colonies below 1bn population pay no tax, above 1bn population pay 5% tax, above 10bn pay 10% tax, and any maxed out planets pay as much as I can get without pissing people off [:D]
- I want to colonise anything of value (quality over 70%) – I've chosen a fairly easy galaxy so there is a lot to colonise.
- The whole idea being I can use existing developed colonies to subsidise new colonies which will eventually grow into large, tax-producing colonies.
Now regardless of whether any of that is a good idea [:D] the problem is that the AI cannot know exactly what I want. The solution I propose is to let the player define national 'policy' in a number of areas where they want control but would prefer not to micromanage.
The way I envisage this working is that there would be an extra button at the top to bring the player into a new screen showing policy. The policy screen would be a 'pop-up'screen like the colonisation planner. At the top of this would be various tabs to help the player sort through policies e.g:
- All: show all policies
- War: show war related policies
- Tax: show tax related policies
Etc.
Underneath the tabs would be a list of policies with the option to 'create a new policy' at the top of the list. When the player clicks on this they would get a series of drop-down boxes like on the espionage screen where you choose spy missions.
Using these drop down boxes you would be able to set various policies. For example, to set taxes at zero for small planets with less than 1bn population it would be:
- Set the drop down entitled 'policy area' to 'taxes'
- This opens up specific drop-downs related to tax
- Set the next drop down to 'if population less than'
- Set the next drop down to '1bn'
- The next box will let you set the tax rate: '0%'
Where you choose 'if population less than' you could also choose for example, 'if population higher than' or 'if population is between'
Where you choose the tax rate you could choose other tax rates but also 'maximum without rebellion' or 'maximum without unhappiness'
There could also be extra drop-downs to prevent taxes being levied where populations are unhappy.
Some other examples of how I think this could work:
- Auto-building spaceports if the players treasury is above a certain level (to prevent you being caught short of funds)
- Auto-sending diplomatic gifts (again, with the option to ensure a minimum treasury level before gifts are sent)
- Auto-sending colony ships (ditto)
- Auto-build troops or defences on key planets (i.e. if planet is over 200k GDP, build 1 defence platform etc.)
- Auto-build non-fleet ships, exploration ships, construction ships (I always forget these!)
One of the most crucial things about this idea is that on the policy screen there would be buttons next to each policy to switch them on or off. This would allow the player to quickly change between policy to match circumstances in the game without having to reset policy once conditions have changed back.
An example: The Dhayut (sp?) empire declares war on you. You need some extra cash. You switch on your tax maximising policy and squeeze a bit more juice out of your colonies. When the war ends you switch this policy off and your normal policies back on to support population growth. You might also switch off any auto-build policies at this time to make sure you have enough cash.
I hope all of this makes some kind of sense. If I were a more skilful person I would mock up some screenshots, but alas my photoshop skills are insufficient for the task. I’m not pretending that the above is the perfect solution and it would require some player time to set policy but I think the gains in terms of less micromanagement in the long term would be more than worth it. Perhaps the player could export policies and then import them when starting a new game..? There might also need to be some prioritisation between different policies to prevent clashes.
Any comments definitely welcome.
Cheers
One thing I've appreciated about this game from the very beginning is the design ethos against micromanagement. I think the following suggestion would fit in with that ethos and help extend player control while further reducing micromanagement…
Basically, in my current game I find myself spending approximately 50-75% of my time doing fairly rudimentary stuff, mainly building small spaceports on all the planets I've colonised (and I’ve colonised a lot) and managing taxes. Now I appreciate the AI can do these things, but the fact is that I have a very clear model for how I want to run my empire:
- All new colonies get a spaceport to help promote trade
- Colonies below 1bn population pay no tax, above 1bn population pay 5% tax, above 10bn pay 10% tax, and any maxed out planets pay as much as I can get without pissing people off [:D]
- I want to colonise anything of value (quality over 70%) – I've chosen a fairly easy galaxy so there is a lot to colonise.
- The whole idea being I can use existing developed colonies to subsidise new colonies which will eventually grow into large, tax-producing colonies.
Now regardless of whether any of that is a good idea [:D] the problem is that the AI cannot know exactly what I want. The solution I propose is to let the player define national 'policy' in a number of areas where they want control but would prefer not to micromanage.
The way I envisage this working is that there would be an extra button at the top to bring the player into a new screen showing policy. The policy screen would be a 'pop-up'screen like the colonisation planner. At the top of this would be various tabs to help the player sort through policies e.g:
- All: show all policies
- War: show war related policies
- Tax: show tax related policies
Etc.
Underneath the tabs would be a list of policies with the option to 'create a new policy' at the top of the list. When the player clicks on this they would get a series of drop-down boxes like on the espionage screen where you choose spy missions.
Using these drop down boxes you would be able to set various policies. For example, to set taxes at zero for small planets with less than 1bn population it would be:
- Set the drop down entitled 'policy area' to 'taxes'
- This opens up specific drop-downs related to tax
- Set the next drop down to 'if population less than'
- Set the next drop down to '1bn'
- The next box will let you set the tax rate: '0%'
Where you choose 'if population less than' you could also choose for example, 'if population higher than' or 'if population is between'
Where you choose the tax rate you could choose other tax rates but also 'maximum without rebellion' or 'maximum without unhappiness'
There could also be extra drop-downs to prevent taxes being levied where populations are unhappy.
Some other examples of how I think this could work:
- Auto-building spaceports if the players treasury is above a certain level (to prevent you being caught short of funds)
- Auto-sending diplomatic gifts (again, with the option to ensure a minimum treasury level before gifts are sent)
- Auto-sending colony ships (ditto)
- Auto-build troops or defences on key planets (i.e. if planet is over 200k GDP, build 1 defence platform etc.)
- Auto-build non-fleet ships, exploration ships, construction ships (I always forget these!)
One of the most crucial things about this idea is that on the policy screen there would be buttons next to each policy to switch them on or off. This would allow the player to quickly change between policy to match circumstances in the game without having to reset policy once conditions have changed back.
An example: The Dhayut (sp?) empire declares war on you. You need some extra cash. You switch on your tax maximising policy and squeeze a bit more juice out of your colonies. When the war ends you switch this policy off and your normal policies back on to support population growth. You might also switch off any auto-build policies at this time to make sure you have enough cash.
I hope all of this makes some kind of sense. If I were a more skilful person I would mock up some screenshots, but alas my photoshop skills are insufficient for the task. I’m not pretending that the above is the perfect solution and it would require some player time to set policy but I think the gains in terms of less micromanagement in the long term would be more than worth it. Perhaps the player could export policies and then import them when starting a new game..? There might also need to be some prioritisation between different policies to prevent clashes.
Any comments definitely welcome.
Cheers