1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.

Development Diary #1: The New Economic and Edict Systems

Discussion in 'Development Diaries - Written' started by Texashawk, Aug 17, 2015.

  1. Texashawk

    Texashawk Developer
    Staff Member Developer Forum Admin

    Country:
    United States
    Joined:
    Dec 17, 2014
    Messages:
    464
    Likes Received:
    63
    Hey everyone! As we continue to move away from the blog and more and more people are using the forum as the site of choice to keep up with Imperia, I have decided to collect all the development threads for the new Imperia under one category, so it's easier to track. We're also moving fast and moving closer and closer to a playable release as we approach .2, which will be very soon!

    I wanted to talk about some changes that we are going to make to some basic Imperia concepts that some people may like, and some may not. Since the Edict system is so core to the game, I'll start here.

    IT'S THE ECONOMY, STUPID: THE CHANGES, AND WHY


    So when the team and I looked at all the parts of the first Imperia, it was universally agreed that there was too much going on. You were supposed to be an Emperor, so why the hell did you care about the wages that your people were making? For that matter, why were you asking to raise wages on a specific sector of a specific world? You have people for that, right? While that mechanic might work for another game, say if you were the viceroy of a specific planet trying to get it right (someone should make a game about a viceroy doing that.... hmmm ;-D ) Anyway, basically, there was still too much micromanagement and too many details for the emperor to get lost in. So we decided to revamp the system.

    Planets now have no wages, employment tracking, unemployment subsidies, and sector levels as such. Instead, from the region system, planets have a total number of levels of farming, science, manufacturing, high tech, and mining infrastructure, derived from the sum of all levels of regions that the civ controls. (Note that you can now lose control of part of your planet, including your Admin centers, and if you lose that either due to unrest or military you can lose control of the planet's orbitals and Admin) From that, based on your population's ability to work these levels of infrastructure, you will output energy, alpha materials, heavy materials, rare materials, and food. (There is also data, but that's a separate system). You also have government centers that produce ADM in a similar manner, based somewhat on the viceroy's intelligence and any skills they may have at governance.

    These are your building blocks to build and maintain your infrastructure on planets, and by building starship yards and heavy industry centers, you will be able to build planet-specific buildings and ships for your military. Instead of a treasury (and planets going broke!) the system has been simplified significantly - each planet now produces an overall Gross Planetary Product that is based heavily on the 'foundation economy' of the planet - retail, entertainment, food, healthcare, etc is now abstracted into this foundation. From that, exporting surplus goods based on the market value for them will add to a planet's GPP. This is now taxed, with the viceroy, system governor, province governor, and the Empire all getting a cut. If the GPP is low, the cut decreases, which is a change from the old system where the entities always got their taxes, but usually had to turn right around and give it back and more as subsidies. That didn't make sense, so this is an easier change to follow, and we feel is the right level of abstraction for an emperor.

    So that's the new economic system in a nutshell. We're still going over a few points, including removing money entirely and going to a complete barter system. but the production model is pretty much set.

    EDICTS - A MAN WITH A PLAN, INVOLVING MANY MANS

    Now, Edicts. We wanted Edicts to feel more 'alive'. These are huge things that you are doing, whether creating a world, terraforming a planet, changing the Designations (now Focuses), building starbases, etc... they should have more heft to their interaction. Since we really wanted Imperia to be about the characters/leaders of the game and your interaction and relationships with them, we wanted to reflect that in the different systems. The Edict system will probably be a template for many interactions in Imperia.

    Anyway, it will basically work like this: Edicts will now cost a set amount of total ADM and resources (usually a combination of energy and materials) to complete the Edict. Once the ADM and resource amounts are reached, the Edict is completed - no further waiting. The ADM amounts will be much higher - think 200 ADM for a starbase. For now, you will not need to contribute money to an Edict.

    To create an Edict, instead of assigning ADM along the set chain, you can now select characters that are involved in the chain in some way, or House/Faction Leaders, to contribute a certain amount of ADM and resources to the Edict. Based on their position in the chain, relative to where and what the Edict is, they can contribute a maximum amount of ADM and resources. This maximum will depend heavily on their position's ADM output, as well as the resources that they control. However: Just because a character can contribute, say, 20 ADM per turn doesn't mean they will do so - they may choose to only contribute 5 based on whether or not they like you, and that can change turn to turn.

    You may bring in as many characters as you like to an Edict, but each one you add will add a holistic penalty to all characters' max ADM cap. So even though a provincial governor may theoretically contribute 100 ADM, their cap for this Edict will be much lower because of distance and logistics, and lower still if you have 5 or 6 characters contributing (someone still has to run this project, usually assumed to be a lower-level engineer or project manager, and it is much easier to manage 1 or 2 supply sources than 9)

    We are also introducing Houses to the game, which I will detail shortly in another DD. Basically, every character belongs to a House, even the Emperor. Characters that are in the same House will support each other (generally), while characters that are in opposing Houses will not. So when you consider who to add to an Edict, you will have to weigh the cost of bringing in your House Leader who may be able to contribute a ton to an Edict, but because they're a provincial governor on the other side of the galaxy, they will take such a huge cap penalty that it might not be worth it, even though you can certainly count on their support.

    Want to speed up an Edict? Not making any progress? No problem, send an Inquisitor Team! These are the Emperor's troubleshooters, used and trained like special military units, to send and assign to an Edict to increase cooperation. Depending on the complexity and scope of the Edict, it may take several ITs to make a difference, but you will be able to get intel on how characters feel about you, if they are stealing from the project to put in their own personal or House coffers, or even stealing ADMs (essentially, they are contributing negative ADMs to the Edict, reversing or stalling progress). While you won't know who is contributing what every turn, you will get enough clues based on the progress of the project to make decisions. Keep in mind that adjusting an Edict takes an Action Point (replaces Emperor ADM points) so make any changes wisely!

    Thoughts?

    -Steve
     
    #1
  2. se5a

    se5a Alpha Tester
    Testing The Galaxy, One Star At A Time

    Country:
    New Zealand
    Joined:
    Aug 6, 2015
    Messages:
    41
    Likes Received:
    9
    New edict system sounds interesting.
    One thing that got me a little with the classic edict system, was that characters would stall an edict if they didn't like you, just out of spite, even if it made sense for them to *really* want it. cutting off their noses to spite their faces sort of thing.
    Will characters be a little more intelligent about them in this system?

    Once we get warships moving around and other military stuff fleshed out a bit more, I could see maybe further away systems being more likely to give to an edict that they see would maybe benefit the war effort if there is a threat than if there isn't.
     
    #2

Share This Page