What's Next after v0.4.1?

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Geoff the Medio
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Re: What's Next after v0.4.1?

#31 Post by Geoff the Medio »

davidescott wrote:What do I actually do: Either (a) produce 10x attack ships, 5x intercepts, 1x scout with repeat 10 times for each, and then move them to where they need to be. The problem here being that my production comes in spurts. I get 10 ships every 5 turns instead of getting a more consistent one ship every turn.
or (b) have a bunch of queues and then move individual ships around.

I'm saying it would make more sense to explicitly state the target, and the relative priorities of ships in that target, and then dedicate a percentage of production and just have it happen.
Would it be useful to be able to order a full fleet to be produced, consisting of multiple different types of ships in specific numbers? All the ships produced would be put into one fleet together. They'd either be added to this fleet as they're produced, or all be produced on the same turn whenever the total PP for the whole fleet has been allocated.
Gas Giant I think this is a silly one... why else would someone put an outpost on a gas giant unless the eventual purpose was to build the building. Same for Asteroid fields... I would suggest the effect is free the moment you put the outpost on the building and have the required technology.
Alternatively, there could be added more reasons to outpost such planets, which don't work once those other buildings are produced.
Lighthouses theoretically one only needs to build this on planets near the border or on the path from your central production to the border. In practice I end up building it in lots of places to deal with chasing down monsters and the like which are behind the lines.
Perhaps refinement techs for lighthouses to extend their range would help? Or a separate tech or ship parts that give the same speed boost but which don't stack with lighthouses.
The problem with this is that the ships will need escorts and protection, but the player is removed from the process and does not know when those escorts will be called for. I would dispense with the ships entirely and instead have a budget that goes to colonization vs development.
Note that you can produce colony base ships at planets with population > 3, which don't need to move anywhere to colonize planets in the same system. So you do need a colony ship to get started in a system, but after that you don't need to be moving escorts around to guard ships en-route.

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Re: What's Next after v0.4.1?

#32 Post by Zireael »

If there are any buildings you find yourself building on every planet, that's a game design defect that needs to be addressed.
Terraforming/Gaia, Gas Giant Generator and Lighthouses, basically all the late game buildings.
Terraforming/Gaia, GGG and Solar Generators, for me.

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Dilvish
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Re: What's Next after v0.4.1?

#33 Post by Dilvish »

Zireael wrote:and Solar Generators, for me.
Ah, you must have missed the discussion a while back -- it was concluded that Solar Generators should be like an Industrial Center and only one is needed per Empire (subject to Supply connectedness), and that change has been implemented in the main code base for some time now (it only took a little change since they were already partly implemented along those lines).
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Re: What's Next after v0.4.1?

#34 Post by davidescott »

Dilvish wrote:Auto-colonize? Auto-invade? These sound both boring to me, and handicapping -- Choosing when and how to do these is often (though granted, not always) an enjoyable tactical challenge; particularly the combination of when and where makes these extremely significant decisions; I cringe at the thought of throwing that away.
I'm not saying it should completely go away, just that it should be managed at a higher level than the "objects" level of the game. Suppose you have a three species empire. For each species in your empire you can choose whether to incorporate, ignore or eradicate the species. If they are incorporated as members into your empire then they are included in the colonization, ignored just stays on its own planet, and erradicated is slowly erradicated. By default newly captured species are in ignored and you can check the compatibility of them relative to your existing species before making a decision (which you only get to do once, you can't erradicate a member/incorporate a species you were trying to kill off). Various game mechanics present themselves here. You have to check if you need that species [they are good at production but I have a good production species], or if they colonize a new planet type [I don't have anyone for barren planets], or if they are in conflict with existing member species [adding Cardasians and Bajorans as members to your empire will hit Bajoran loyalty with a -100 penalty because of the Cardasian attempt to erradicate the Bajorans].

Each species has its own set of planets it likes and points for those planets. So 5 pts for a good planet 4 for an adequate, 1 for a poor and 0 for a hostile, -infinity for an inhospitable. Each species would also have a specials heirarchy. The tech focused species you might want to +3 for specials that benefit science and +0 for production benefit specials, but for another species in your empire that is production focused it is +2 for production and +0 for science specials. You can also pick out individual systems that you think are strategic and add a strategic benefit (whatever you want say +3), or dig into a particular planet and +3 that particular planet if you need to. There might also be some kind of +/- for the amount of total supply at that planet (as a proxy for proximity to other planets under your control), a +/- modifier for the presence of other colonies under your control in that system, or a +/- for proximity to a planet controlled by an ally or by a enemy, a +/- for each species (I need to balance my tech focused species against my production etc). All these effects get added together and the top ranked planets are identified and made visible (there would be many ties) for you to tweak the ordering. The system could even prompt the player to pick a planet from the top ranked ones whenever you reached the threshold for a new colony to be constructed. [Edit my point is to make the process of deciding where to colonize easier by consolidating all the relevant information in a single place, not to eliminate colonization as a decision. In other words this makes colonization MORE important to the game, not less.]

If people are really wedded to moving individual colony ships around I guess that could be kept within this same system (its just a big gui to manage the decision of where to build colony ships and where to send them once they are built), but in my mind thats just an annoyance. I would rather say that X,Y,Z are my priorities and focus on the important stuff like picking the right technological focus, monitoring enemy movements, putting my fleets in the right position, etc... and not spend all my time constantly checking if planet Zanzibar I has reached the population 3 level I need to build a colony base, and then remembering to forget to check Zanzibar the next turn because the two colony bases I need are now enqueued. That and trying to remember where I wanted to send the colony ship I just built at Bettleguse III.

A similar thing could be done for invasions, if there were an "invasion budget" where one has to prioritize the possible planets that could be invaded. My feeling is that invasions are a bit silly at the moment. To even get a ship into a hostile system, much less keep it there for 5-10 turns, one needs a doom-stack fleet. If you can get 20 ships in orbit over a planet (and keep them there) its not going to be that much harder for you to get some troop ships there as well. IMO it seems a pointless and unrewarding task to go pick the nearest starbase and produce 20x troop ships and then escort them over. Alternately just make the troops weaker but make the invasion action a non-consumable action. Then I can use a slot in my stronger ships for troops and use them over and over until I capture the planet.
Divlish wrote:Your vision really starts to sound like sim-space to me, with only a modest bit of significant decision making. Do you even plan to choose targets for the ships that you don't manage production of, or is that auto-selected along with the invasion targets?
I don't think of it as removing decision making because with the games I play (large maps, many planets per star) a lot of these are non-decisions and mechanical repetition, but have to juggle *way* too much information. With a large galaxy there is lots of space to colonize, and the top of my build queue is usually a couple of different planets close to different borders which are producing 99 repeats of a single colony ship and a single outpost ship.

The important stuff is getting the right fleet in the right place with the right fallback position and then moving them forward to take the next objective. Choosing whether to send the fast attack members of the fleet against the enemy scout or to focus on moving forward against the main objective. That is what I want to play.
Last edited by davidescott on Sun Jan 13, 2013 10:18 pm, edited 1 time in total.

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Re: What's Next after v0.4.1?

#35 Post by davidescott »

Geoff the Medio wrote:Would it be useful to be able to order a full fleet to be produced, consisting of multiple different types of ships in specific numbers? All the ships produced would be put into one fleet together. They'd either be added to this fleet as they're produced, or all be produced on the same turn whenever the total PP for the whole fleet has been allocated.


Yes it would. Adding as they are produced would be my preference (and then eliminate all the #x production directives). Instead be able to select a fleet in a fleet view menu and add "ghost" ships to it, which is a ship I want to have in my fleet but don't currently because either (a) the previous ship was destroyed or (b) the tech has not be researched or (c) I'm growing this fleet to adjust it to match a new threat. Add on top of that a priority queue for the ghost ships within each fleet, and a priority queue between fleets... and you have my fleet management proposal.

[Edit: If you do the one-by-one production you need a rally point to determine where the ships should be sent. ie you need a flagship to represent/manage the abstract notion of "this is the fleet for sector 5." Flagships, space stations are two different variants of a "rally point" for the newly constructed ships in each fleet. Flagships are an offensive mobile variant, Space Stations a defensive (effectively immobile, but with a repair ability/defensive advantage) variant. Once your scout arrives at the starbase you can move it out from the starbase towards a system you want to observe from, but it is still attached to that fleet. So fleets are a hierarchy above the current arrangement of individual ships you give collective orders to. If the enemy surprise attacks and destroys the scout, a new one is automatically enqueued. The min/target/max ship levels for each fleet are a fancy way to keep a reserve fleet on hand in case you are attacked.]
Alternatively, there could be added more reasons to outpost such planets, which don't work once those other buildings are produced.
It certainly needs something. There really isn't a good reason right now for these as special buildings. Its the same thing as the Solar Generator which, like the industrial center, now has the global effect. I worry that you end up with either:

a) A tree of incompatible building choices that simply replace "focus" but for outposts. The GGG becomes the "production focus", a Gas Giant particle collider becomes a "science focus," gas giant refueling station the "supply focus" etc.
b) A bunch of one-off buildings that you need to make sure you have one of but can then ignore. If its going to be like that, lets make it a major project and ensure you can build only one (Civ III+'s national wonders).
Perhaps refinement techs for lighthouses to extend their range would help?
Extended range would be nice. Pick the 5 key systems and build a Super Lighthouse to support that sector. I like that idea.
Note that you can produce colony base ships at planets with population > 3, which don't need to move anywhere to colonize planets in the same system. So you do need a colony ship to get started in a system, but after that you don't need to be moving escorts around to guard ships en-route.
A couple problems with that (some I mentioned in the other response)
  • Doesn't support multiple species
  • Requires that one regularly check back to see if the magic 3 population level has been hit, then queue the ships, then remember to forget to check back. I regularly make the mistake of building a second set of colony bases at a planet because I forget that they are already queued.

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Re: What's Next after v0.4.1?

#36 Post by Bigjoe5 »

davidescott wrote:I'm not saying it should completely go away, just that it should be managed at a higher level than the "objects" level of the game.
I agree that having high-level management options is very important, but I would prefer, and I think if fits better with our design philosophy in general, if we simply provide the player with higher-level ways to interact with game objects, rather than giving him higher-level options that "transcend" game objects. Management options on that level have the danger of feeling less concrete than individual object management, and it's not always clear what the effect of their actions will be. So instead of "this command allows colonies within a certain range of existing colonies to be automatically colonized, it would be "this command generates colony ships at a range of specific locations and sends them to another range of specific locations and colonizes those planets". Escort management for those ships could also be something to control at a high-level (in which case, the system could be generalized for invasions as well).

That being said though, I'm not actually totally averse to this idea, at least in some form:
davidescott wrote:...have a budget that goes to colonization vs development. Any planet within supply range that does not have any an enemy (monster or other playery) presence for the last 5 turns gets put in the queue... and when the budget reaches the next "colonization" level that planet is auto-colonized.
I'm dubious about the budget part... but actually, why not just make it a production item? Any uncolonized planet within supply range could be a target for a colonization project that goes on the build queue. Then these projects could be added to the queue collectively via the planet management screen.
davidescott wrote:Suppose you have a three species empire. For each species in your empire you can choose whether to incorporate, ignore or eradicate the species. If they are incorporated as members into your empire then they are included in the colonization, ignored just stays on its own planet, and erradicated is slowly erradicated. By default newly captured species are in ignored and you can check the compatibility of them relative to your existing species before making a decision (which you only get to do once, you can't erradicate a member/incorporate a species you were trying to kill off). Various game mechanics present themselves here. You have to check if you need that species [they are good at production but I have a good production species], or if they colonize a new planet type [I don't have anyone for barren planets], or if they are in conflict with existing member species [adding Cardasians and Bajorans as members to your empire will hit Bajoran loyalty with a -100 penalty because of the Cardasian attempt to erradicate the Bajorans].
That sounds similar to the concept of status. But if something like that was implemented, I would want it to be something the player is free to change - though of course it's not easy to undo the negative effects to allegiance that this would have on an empire.
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Re: What's Next after v0.4.1?

#37 Post by Dilvish »

davidescott wrote: and not spend all my time constantly checking if planet Zanzibar I has reached the population 3 level I need to build a colony base, and then remembering to forget to check Zanzibar the next turn because the two colony bases I need are now enqueued.
Ah yeah, that is a nuisance. I'll take the opportunity to plug my favored solution to this -- allowing currently 'unavailable' items to nevertheless be added to the queue (just no progress would be made on them until their qualifications were met). No changes for the backend are necessary for this, and practically no changes to the UI -- the only single change necessary is that if unavailable buildings/ships are displayed, it is possible to add them to the queue. (their line entry could even be colored red to make it really clear that no current progress would be made on them).

Does anyone see any problems with that proposal?
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Re: What's Next after v0.4.1?

#38 Post by davidescott »

Dilvish wrote:Does anyone see any problems with that proposal?
One concern is that it encourages queue spamming. It would clearly be bad practice to settle a planet and immediately enqueue the following:
  • Colony bases and outpost bases
  • 5 repetitions of terraforming
  • Gaia transformation
  • Lighthouse
  • etc.. etc..
even though from a management perspective that might be the way to accomplish the "tall and deep" civilization in a minimum number of clicks.

One of the side-effects of having the single universal production queue (and PP shared across supply lines) is that it doesn't really matter where you build things like terraforming. Any medium tundra is just the same as any medium tundra, the only reasons you might prioritize one over the other is distance from the border and specials on the planets (not really sure how population interacts with science research but presumably higher is better). So you end up spamming the queue with what you desire eventually to produce (which might be terraforming+gaia everywhere) and then trying to tweak the relative balance between military/domestic PP by moving the ship production queues up and down and tweaking their #x multipliers. So your queue is 5 pages long but you only care about the first 5 items in that queue (the military production). Everything else is just filler (and if it is filler why do we have it again?).

Right now infrastructure isn't something once can control. Maybe infrastructure should be connected to PP in some way. you could adjust the percent of PP that goes to infrastructure. Terraforming/gaia is automatic and happens at infrastructure levels (so the tundra planet reaches an infrastruture of 20 and terraforms into a desert, at 25 it becomes a swamp, at 30 an ocean, at 35 a terran, and at 50 a gaia). If there is some strategic need to put the turbo boost on a particular planets infrastructure that could be a special buildable that would add 5 infrastructure to the planet (on top of the natural growth).

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Re: What's Next after v0.4.1?

#39 Post by davidescott »

Bigjoe5 wrote: I think if fits better with our design philosophy in general, if we simply provide the player with higher-level ways to interact with game objects, rather than giving him higher-level options that "transcend" game objects.
In the end I'd be happy if the mechanism created objects (colony ships/troop ships/ships to fill in the empty slots in a battle fleet) to perform the actions, so long as the mechanism existed and freed me from having to do all the work of doing the production manually. The key thing for me is that the mechanism auto-update the list of candidates based on preferences so that I am not continually having to add new targets to the queue.
Bigjoe5 wrote:So instead of "this command allows colonies within a certain range of existing colonies to be automatically colonized, it would be "this command generates colony ships at a range of specific locations and sends them to another range of specific locations and colonizes those planets".

The only distinction would seem to be that the first auto-updates the list of planets to colonize based on the current expansion and known uncovered planets, the second requires the user interact to select all the planets to include. Am I miss reading your suggestion? If I am not I would say that misses the point. It saves a little bit of work to be able to click on the planets and add them to a colonize this next queue, but not enough to make it really worth-while.
Bigjoe5 wrote:That sounds similar to the concept of status.
Similar but that seems to be focused on setting social hierarchy as a way to boost a desired property -- increase science by making a science species part of the aristocracy -- whereas I'm suggesting it as a basis for international relations.

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Re: What's Next after v0.4.1?

#40 Post by Dilvish »

davidescott wrote:
Dilvish wrote:Does anyone see any problems with that proposal?
One concern is that it encourages queue spamming. It would clearly be bad practice to settle a planet and immediately enqueue the following...
It seems to me that the contrary factor against queue spamming is that the user wants to be able to be able to look at their queue and reasonably understand it without it being to huge and full of things that won't build for ages. It seems fine to me to leave that up to the user. If you're saying it would be bad practice for a user to spam it like that, I'd agree. I'f you're saying it would be bad practice for us to allow a user to do that, I'd have to ask for some explanation.
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Re: What's Next after v0.4.1?

#41 Post by Zireael »

Dilvish wrote:
Zireael wrote:and Solar Generators, for me.
Ah, you must have missed the discussion a while back -- it was concluded that Solar Generators should be like an Industrial Center and only one is needed per Empire (subject to Supply connectedness), and that change has been implemented in the main code base for some time now (it only took a little change since they were already partly implemented along those lines).
I know this, I build Solar Generators as a backup in case the AI got hold of a planet with a SG on it.

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Re: What's Next after v0.4.1?

#42 Post by davidescott »

Dilvish wrote: If you're saying it would be bad practice for a user to spam it like that, I'd agree. I'f you're saying it would be bad practice for us to allow a user to do that, I'd have to ask for some explanation.
I have no real problem with allowing queueing of unproducables, and would go further and suggest that it might be nice to begin production on an unproducable but have it hang at some point (say halfway) until it is producable. ie you could design a ship that has the [unresearched] Death Ray, and build the hull which might be half the PP, at which point the production stops pending the research of the weapons that need to be loaded onto the ship (so the empty hull is sitting in drydock).

However as a solution to the posed problem, its not enough. I have 40 planets that I want to gaia, if I were to use the proffered solution of queueing the unproducable items on all 40 planets, then I am clearly playing badly. Good players will still face the late game problem of having to sift through their planets and enqueue the low priority optional buildings when they have spare PP.

This is exactly what happens in late game Civ with large empires. Proper play dictates that you constantly going back to city X and add yet another building to that city (to keep up with unhappiness or pollution or just because a city without all these buildings is useless in the late game), while the main cities pump out tanks. In an emergency you shift those undeveloped cities over to producing infantry or some weaker military support units.

I think it might be nice to tie terraforming/gaia into infrastructure, but make the player pay for instrastructure with PP. The more you dedicate to PP the faster your infrastructure grows and when it hits level X you automatically get the effect of terraforming.

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Re: What's Next after v0.4.1?

#43 Post by Geoff the Medio »

davidescott wrote:I have 40 planets that I want to gaia...
This suggests that the building(s) in question need(s) to be redesigned; there shouldn't be any buildings in FreeOrion you need to produce on almost every planet you control. That can either mean those buildings work over an area instead of just where they are produced, or that an alternative mechanism to achieve the same thing and doesn't need to be produced everywhere becomes available.
This is exactly what happens in late game Civ with large empires.
Even if there are some FreeOrion buildings of this nature, the scale of the problem is nowhere near a Civ game, in which almost everything needs to be produced at every city. Several design choices have been made specifically to avoid that situation.
I think it might be nice to tie terraforming/gaia into infrastructure, but make the player pay for instrastructure with PP.
This seems like a roundabout way of doing things, and like it could require a slider to specify the amount / rate. A more FO-style way to do things might be to have some automatic terraforming techs or area-of-effect buildings become available that don't need to be produced everywhere. Regardless of what method is set up though, the player will have to specify something on each planet to be terraformed, as they may want to keep some planets unterraformed and should be able to do so.

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