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Economic Model in Imperia

Discussion in 'Steve's Thoughts (The Developer Forum)' started by Texashawk, Jun 2, 2015.

  1. Texashawk

    Texashawk Developer
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    Hey all!

    This week, we will start working on the game systems and adjusting things that did not work as well as planned. We are revamping the economic model to be less 'micro' while more detailed on a macro scale, using alpha materials (common materials) heavy materials (used mainly for military items) and rare materials (used for high-tech items) which will have to be used throughout the Empire. The trade model will change also from a logistics based model to a true 'trade' model where planets generate trade goods depending on their planet designation and capabilities.

    I would like your thoughts about what you did and didn't like about the economic model from the first Imperia. Thanks!

    -Steve
     
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  2. Texashawk

    Texashawk Developer
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    Here's a synopsis of the new model:

    Basically, planets will be subdivided into tiles that are habitable, from 0-100. Each tile will have 5 raw ratings: energy, alpha, heavy, rare, and bio.

    They will be derived from the planet's master ratings, but not alike - this will simulate pockets on the planets that have more or less energy/minerals to find. For example, while a planet's overall alpha mineral rating might be a 42, a given tile might have a 12... or a 60.

    Each tile will have a maximum level of development, similar to TDL. It will be much lower than a planetary TDL, however, usually 10-15. Tiles can have 5 industry level types: farming, science, manufacturing, high-tech, and mining. Each level can hold one pop, or one million people. This will enable the concepts of cities and metropolises on a planet with a specific location.

    Based on the level of the industry, the planet can produce the 5 base materials - energy, alpha materials, heavy materials, rare materials, and food. Alpha materials are the basic building blocks of most buildings and goods (similar to materials in the first Imperia). Heavy materials are used mainly for industrial complexes, war machines, and starships. Rare materials are used mainly for weapons, stargates, and science projects. Food feeds your people, and energy is required to make your planet run at maximum efficiency.

    For example, to create alpha materials, the tile needs to have levels in manufacturing and mining, To create rare materials, the tile needs to have levels in high tech and mining. Food simply uses farming and energy uses high tech.

    Pops are now also rated by skill level in these 5 industries, and can slowly 'level up' over time based on the work they are doing. You will be able to set up schools or training facilities on a planet to train pops to move towards specialization of specific industries.

    After taking the base need of a base material, anything left over is first stored on the planet (10%) and the rest can be used either for export or to produce goods.

    Planets can now make money by exporting base materials or by exporting finished goods (usually trade goods)

    STARSHIPS PER LEV
    STARBASES
    COMMON TG (trade goods)
    UNCOMMON TG
    RARE TG
    WAR WALKER DIV
    INFANTRY DIV
    SCIENCE HUBS
    STARGATES
    STARSHIPS (CIV)

    These are the possible created goods (TG stands for trade goods). Shortfalls can be purchased in trade from the Empire trade network if needed, but at high cost.

    So that's basically it. For the player, most of this will be transparent. They will see top-level stats of the planet, and then can drill into a 'tile map' if they are so inclined.

    This will help 3 areas of the game: multiple factions/civs on a planet, ground warfare, and fine-tuning your economy. This will also facilitate the idea model where ideas spread throughout a planet, system, and possibly an empire.

    Thoughts?

    -Steve
     
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  3. dirkgently

    dirkgently Lord of Statistics
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    This could be cool. But 100 tiles might be a bit too much granularity. Have you considered dividing up each planet icosahedrally, into 20 triangular tiles? You could then display the map as a Fuller projection (by far the most futuristic map projection, and also more faithful than any rectangular projection). Actually, you could do that anyway - divide each triangle into four smaller triangles, and you've got 80 tiles.

    Fuller projections are great, is what I'm saying here.

    Also, how are the goods consumed? How is demand modelled in this system?
     
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  4. Texashawk

    Texashawk Developer
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    I have heard of a Fuller projection, and I may defer to Pavlos as far as a look, but the main purpose of the 'tile map' would be to show idea spread and in case of invasions, who owns what. Also can be tweaked to show tile generation, but this wouldn't be expressly 'necessary' in the scope of play. We are leaning towards no longer having to 'micro' your viceroy for things like raising wages, increasing production in a industry, etc. This seems 'beneath' an Emperor, so you will have large-scale tools like Edicts and designations to shape a planet.

    As far as good consumation, here's a table that shows just that!

    BASE RESOURCE NEEDS PER INDUSTRY LEVEL
    INDUSTRY ALPHA HEAVY ENERGY RARE
    FARMING 1 0.6 0.5 0
    SCIENCE 1.5 0.5 3.5 4
    MANUFACTURING 3.5 6 5 0
    HIGH TECH 2.5 3.5 6 5.5
    MINING 1.3 2.5 2.5 0

    Not the greatest, but you get the idea. Trade goods are not consumed, but are sold to other planets and factions that do not belong to your Empire. Military goods are simply given to the Empire as per what agreement you and the viceroy/governor have, meaning that if you have allowed the governor to keep all ships built (perhaps foolishly) the Empire will not get them, but nor will they contribute to their cost.

    -Steve
     
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  5. Zireael

    Zireael Alpha Tester
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    The tiles idea looks a bit like Galactic Civilizations II. However it's much more detailed. I especially love cities and leveling ideas.

    I like that 10% of mined materials will be stored on the planet - no more running out of them completely due to trade. Also the materials being differentiated will help with the starships consuming everything.

    I'd prefer square tiles to triangle tiles.

    Will trade work as it used to?
     
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