Fallen Enchantress Economy Reactions

Last week brad did a journal discussing the fallen enchantress economy. You can find the full text here:

https://forums.elementalgame.com/411840

Since then I’ve spent a week or so digesting it since I didn’t want to react to strongly to a system we haven’t seen working in practice. But now I think it’s time to discuss our feelings and expectations as far as we are able to.

Go ahead and make your own reactions if you like, my own are below:

Broadly, I like it. It represents a shift away from worrying about food, housing, and everything else to achieve civilization growth and towards a system that “just works,” where growth happens without the player having to worry about it, or able to gain a huge advantage by doing it faster than everyone else. The breakdown of population into farmers, workers and rebels is a novel way of combining an unrest% and productivity. Individual tax rates are a great mechanic that I have been crying out for for years. Replacing level up bonuses with buildings is just far more sensible. Some people have mixed feelings about random buildings, as with traits, but I suppose it acts as a levelling factor if nothing else, and prevents players applying the same old strategy every time.

However, I do have some reservations. In many games tax rates become irrelevant because players just leave them at the highest level that doesn’t cause a rebellion, so there needs to be other factors involved. It depends how it works. If very high taxes just increases the number of rebels by 10%, but this doesn’t pose a problem, then the mechanic becomes pretty meaningless. If it creates rebels at a rate of 1/turn, and after a long enough period this results in a full rebellion then it could work. Players can get away with high taxes only in the short term. I also like the way that the total war games do it, where increasing taxation has a negative effect on population growth.

I'm also confused by the seemingly contradictory statements that food no longer exists, despite brad talking about it later on in his post. For the following I'm going to assume that all food is local, and that it determines population growth in the settlement that produces it, and that this growth will somehow fall as the population grows, and need reinforcing through other means.

So what me about the new economy, is the perpetuation of the much malingned multi-city prestige penalty by another means; ie, the penalties to growth. While we all  want to have some penalties to shift the balance of power a little to the smaller civs, and prevent city sprawl, this is almost certainly not the way to do it. The problem with applying this penalty is firstly it is absolute: it purely penalises you for having numerous of settlements, whereas what it should penalise you for having too many settlements RELATIVE to the means of supporting them. For example, the United States and Russia are both larger countries with similar populations, however, the united states is able to support many more large cities than Russia due to its higher level of development. In game terms, it produces much more food relative per unit land area. Secondly, the multi city prestige penalty fails to distinguish between small outposts being used to grab resources, and large towns that are being grown. So it encourages players to found no cities that they don’t intend to grow to maximum size. The game should be encouraging players to have a range of different settlement sizes, because this will allow players to grab resources more easily. These resources can then easily change hands because they are poorly defended, or influence flip due to the presence of enemy large cities nearby. In other words, allowing players to build more settlements but develop fewer of them, would make the pioneer rushing LESS important. The multi city penalty arguably encourages the player to develop several largely identical medium sized settlements, because any settlement not developed is a waste.

Getting the player to distribute populations cleverly has become harder with the removal of global food. However, I would propose the following simple fix within the new system: ditch the absolute multi city penalty. As a direct penalty for large civilizations, an admin gold cost would be much easier to swallow. Instead of a growth penalty, make growth generally lower, but allow small settlements to direct food to larger settlements with caravans, giving the larger settlement some of the smaller settlement’s growth. This way the player can found settlements as he likes (whose allegiance can easily be flipped by influence, devaluing the pioneer rush), but a style of play where growth is concentrated in a few large cities is encouraged, because 10 extra citizens are worth more in a large city than a small one, due to its superior infrastructure.

Generally though, the system looks like one which will let us get on with the game, which is great.

18,966 views 18 replies
Reply #1 Top

2 Things

 

1) If food is only local, that means I can't create a settlement in a forest with +2 food and support the settlement in the desert right next to a gold mine and Adminintuim patch that can turn out production of max pop city (MOM analogy, sorry).  I suppose if no one has the "war machine" city that pumps out all the best units, it all evens out, but I like the idea of specialized cities for organizational purposes.

 

2)  Sepererate build queues.  This always bugged the hell out of me in 4x games with single queues.  I'm trying to make an end stage building that costs, say 4000 PP (production points), and my colony can crank out 200 PP per turn.  200 x 20 = 4000, so it will take 20 turns to make my building.

On turn 18, an enemy/mob comes into my view, and now i need to stop production and create a unit defense to protect the town.  I create my top until that costs 800 PP, and all the production from what I was building goes into that unit, so I get it next turn. I've just lost 1000 pp. 

Can we please, please have it so that if you switch building production to unit production, the previous project remains in it's half finished state so I don't have to start over from 0.  (Maybe have a recurring degeneration penalty for the 50 year old library that was never finished)

Reply #2 Top

The system Derek outlined sounds very similar to Master of Magic's economy.  Each city has farmers, workers, and rebels.  Each farmer can produce 2 food, and maybe 0.5 production.  Workers produce no food and 2 production.  Rebels produce nothing, but consume food.  Each person consumes one food, rebel or not.  So, for a city size of 10, you'd need 5 farmers (barring any bonuses).  The other 5 could be workers, so this city could (in theory) produce 12 production (10 for the workers, 2 for the farmers).  However, IIRC, increasing the tax base above 0% (no gold produced) meant that you increased the number of rebels.  I think it was a straight 1 additional rebel for every 10% increase in taxes, so the trick was to optimize your tax rate to get the most production from your cities. 

Reply #3 Top

This is more of Fallen Enchantress discussion than a War of Magic thread ;)

 

Anyways...

 

I agree with many of the points here.

 

I think that the goal of being able to found small towns and outposts and not have them be a huge drag on the entire realm is a good idea. There should be a cost to building a far-flug outpost, but it shouldn't slow down growth in the big cities. That is just a cheap mechanic that feels forced. I also have long pushed for the ability to move food production around a realm, which is one of the good things about global food. I always use the historical example of ancient Rome as an example. It eventually grew to be a mega-city of over a million people, and much of the politics and events of the time had roots in providing food from across thee Republic and then Empire to feed that massive population. It should be a gameplay choice to develop a single big city like this, several medium sized cities, or lots of little ones. One big city would have massive output and would be concentrated an easy to defend, but would also concentrate all your eggs in one basket. Lots of little towns would give you wider territory control but lack developed infrastructure. And then of course there would be a range of strategies in between.

 

We have also talked extensively about the build queue issue. I for one have no problem with a single queue as long as you can pause existing construction, because as drrob mentioned, it would be frustrating and frankly  idiotic if I lost years of effort on a big castle because I had to switch my focus for a season to train some peasants to hold a pointy stick. This would be just as bad as the recent Paradox game, Sengoku where buildings take a long time to build and are tied to a character. If the character dies or anything, all progress is lost. Paradox tried to claim that it was a 'feature' because there were no blueprints back then to allow someone else to continue building, which was of course total BS.

 

As for taxes, this is true for ANY system that uses sliders. It should not be a simple matter of having an optimal position, there should always be interesting choices to be made. I like in Europa Universalis III that you don't mess with tax rates, but rather deal with minting of money. So you can mint tons of cash, but this drives up inflation, which impacts the cost of everything you do and can cripple your economy if you get too much. You can turn down minting low or to zero, which helps lower inflation, but also means you aren't getting as much cash to spend, or even forces you to lose money. You might want to take out a loan sometime, and when you have to pay that back you may be forced to mint cash to get the money, again driving up inflation. Overall a cool system that forces you to think and make hard choices about what is important. I think that for FE's tax rates, I think that we should see various impacts other than unrest. As mentioned, population growth could be a good one. 100% tax rate, creates unrest and slows growth, or maybe you lose some trade income or something. Events could also be used here, with a chance for good and bad events. So if you have maxed out taxes, maybe there is a chance for your policy to spawn some rebels or a chance of a noble dying and the high tax rates giving you a windfall from taxing his estate, something like that so that it isn't a simple matter of an optimal number.

Reply #4 Top

We're in the process of adding back in true Outposts that can be put out into deserts and such. They're not cities and can't have improvements built on them but they let players access remote resources.

Reply #5 Top

I think another problem to address is the size of the game map. Nothing has been said about allowing more cities for larger maps. The greatest problem with the previous attempts to balance city sprawl have totally ignored this. On the largest possible map my computer can handle I should be able to have at least 5 level 5 cities, 12 level 3, and maybe 20 level 1 cities just to cover 1/9 of the map. This would be a moderate sized kingdom and should not incur a very large growth penalty. 

One way to do this would be to see each city level as one point. A level 1 city is one point and so on. The total number of tiles could decide how many points are allowed before growth penalties are applied. If maintenance costs are used instead, the number of points should incrementally increase the total maintenance costs across the kingdom. The cost would once again be determined by the total number of tiles on the map. 

Reply #6 Top

Quoting Frogboy, reply 4
We're in the process of adding back in true Outposts that can be put out into deserts and such. They're not cities and can't have improvements built on them but they let players access remote resources.
End of Frogboy's quote

 

Awesome, but... the point of an outpost is to hold a resource or establish a border, right?  It seems like there should be an option to upgrade an outpost to a fort (and possibly upgrade the fort as well, likely with ongoing maintenance costs).  In addition to defensive bonuses, such a fort would likely also produce a visibility range improvement - or maybe only if you added a lookout tower.  To sum up: non-city outposts are good / a win, and outposts that can be tailored (at a cost, one-time and/or ongoing) to specific needs would be even better.  Such an upgrade could be done E:Wom-style, click on an improvement and it gets built, or alternately by an engineer / builder unit.

Reply #7 Top

Quoting Frogboy, reply 4
We're in the process of adding back in true Outposts that can be put out into deserts and such. They're not cities and can't have improvements built on them but they let players access remote resources.
End of Frogboy's quote

 

Maybe allow some special unique outpost improvements, that would make sense for outposts.  Defense structures, training halls (troops stationed in training halls gain xp automatically a certain amount per turn up to a certain point.  All this would cost maintenance.

 

 

Reply #8 Top

For the record, I also have misgivings about the single queue. Not for fear of what it will do to game balance, but simply because I am no accustomed to thinking about buildings and units at the same time. My line of thought is usually “what buildings can i build now / afford” and then “what troops can i train with the remainder.” I don’t want to be constantly setting construction queues and then going back to change them to add in some units later in the same turn. I don’t enjoy second guessing myself. Weighing up a choice between buildings is easy and fast. Weighing up a choice between buildings and units is not and will take a long time to adapt to.

It is encouraging that some thought has been expended on operating outposts that do not contribute to decreasing growth, but I worry that this will create a rather artificial distinction between the outposts nad towns, just like how in GalCiv2 we had mining star bases, colonies and asteroids behaving with different mechanics, when they could have easily had the same mechanics and simply different populations. What's the fundamanetal difference between an outpost and a level 1 town? If you can't get the game to work with a few towns that just stay at level 1 all game and are used to grab resources (and have to resort to creating a new sort of settlement) then surely that would indicate there is something wrong with your basic mechanics.

I’d prefer a system where all settlements worked the same way, and which ones grew in to cities and which ones stayed as villages was determined by a combination of town’s innate resources and how the player’s choice in distributing them (being a sprawling empire of towns like russia, or a city state supported by small resource outposts, like Venice). Currently the situation is one where every town eventually becomes a huge city unless you build too many of them, and FE doesn’t look to be changing that.

Reply #9 Top

Quoting Frogboy, reply 4
We're in the process of adding back in true Outposts that can be put out into deserts and such. They're not cities and can't have improvements built on them but they let players access remote resources.
End of Frogboy's quote

While I like this concept I am wondering what they pros and cons of placing an outpost over a city is?

Will we be able to upgrade the defenses of outposts?

Reply #10 Top

Quoting seanw3, reply 5
I think another problem to address is the size of the game map. Nothing has been said about allowing more cities for larger maps. The greatest problem with the previous attempts to balance city sprawl have totally ignored this. On the largest possible map my computer can handle I should be able to have at least 5 level 5 cities, 12 level 3, and maybe 20 level 1 cities just to cover 1/9 of the map. This would be a moderate sized kingdom and should not incur a very large growth penalty. 

One way to do this would be to see each city level as one point. A level 1 city is one point and so on. The total number of tiles could decide how many points are allowed before growth penalties are applied. If maintenance costs are used instead, the number of points should incrementally increase the total maintenance costs across the kingdom. The cost would once again be determined by the total number of tiles on the map. 
End of seanw3's quote

It would be nice to have a option that I can turn on that will allow me to city span if I want. I have never understood why people are against this and want artificial penalties that make no sense placed on this. 

After all we are building an empire and that requires building/conquering  cities. 

Reply #11 Top

1 -  It looks bad.

2 – All the settlements being spammed usually end up looking the same. They all end up at level 5, they all have the same buildings. You just end up doing the same things over and over again.

3 – It encourages a pioneer rush. If a settlement can eventually almost always become a self sustaining level 5 city regardless of resources, then (assuming no loss of territory) the guy with the most cities and land ends up the most powerful. You get “the blob” effect where a civilization with twice the land is twice as powerful, which makes factions irresistable after a

4 – As an extension of the above, it’s not just that it’s not really that it can skew a game, it’s that it’s less fun, because when people are building cities on empty land “because they can,” then the game is just demanding extra micro. And it’s less forgiving. When power is proportional to the number of cities, then one faction getting to the unclaimed land first makes or breaks the game. On the other hand, if my decision not to spread my effort over multiple towns means that, although I have less resources, my pop grows faster than yours and i get higher level stuff sooner, then building that extra town becomes a less clear cut choice.

It's not that people don't want you to be able to have a large sprawling faction, they just want other or hybrid strategies to be viable as well. It's the dream that, as in real life, the big guy doesn't always win, and this keeps the game interesting for longer.

Good mechanics will make us all happy and allow us all to pursue different strategies. There should be no need for a toggle.

Reply #12 Top

Quoting Sethai, reply 11
1 -  It looks bad.

2 – All the settlements being spammed usually end up looking the same. They all end up at level 5, they all have the same buildings. You just end up doing the same things over and over again.

3 – It encourages a pioneer rush. If a settlement can eventually almost always become a self sustaining level 5 city regardless of resources, then (assuming no loss of territory) the guy with the most cities and land ends up the most powerful. You get “the blob” effect where a civilization with twice the land is twice as powerful, which makes factions irresistable after a

4 – As an extension of the above, it’s not just that it’s not really that it can skew a game, it’s that it’s less fun, because when people are building cities on empty land “because they can,” then the game is just demanding extra micro. And it’s less forgiving. When power is proportional to the number of cities, then one faction getting to the unclaimed land first makes or breaks the game. On the other hand, if my decision not to spread my effort over multiple towns means that, although I have less resources, my pop grows faster than yours and i get higher level stuff sooner, then building that extra town becomes a less clear cut choice.

It's not that people don't want you to be able to have a large sprawling faction, they just want other or hybrid strategies to be viable as well. It's the dream that, as in real life, the big guy doesn't always win, and this keeps the game interesting for longer.

Good mechanics will make us all happy and allow us all to pursue different strategies. There should be no need for a toggle.
End of Sethai's quote

I would assume that the land the city is built on would determine how prosperous a city would be. Such as building cities on deserts would be difficult to maintain unless your race thrived in the desert. So you settlement may be small in that area but you would have it to get a resource.

But if your building cities on fertile ground then you should be able to build as many cities as you want. I personally like doing this and find it fun. You should not have an arbitrary penalty for creating many cities just to have it. Land penalty is fine such as the desert example above.

Now I am all for having random buildings to choose from or different paths a city can take do make them different.

Reply #13 Top

You are both making points that are too abstract. The total size of the map needs to be the determining factor of how many city points are reasonable. If you want a massive civilization, it needs to be proportional to the size the map you have chosen. On a large enough map having 10 level 5 cities and nothing more should be the minimalist strategy that Sethai is arguing for. Bellack would probably have 40 cities at level 1-3 and one level 5 city. 

If you merely argue your preference for city sprawl or limitation, the devs will likely read it and choose whichever middle ground they think works on the size of map they expect most people to use. It needs to be a factor of the total size of the map and still be able to prevent relative sprawl.

Whatever they decide, you can usually turn the rule off by editing the xml, allowing one level 5 city per 16 tiles, if you really want that Bellack.

Reply #14 Top

Quoting seanw3, reply 13
You are both making points that are too abstract. The total size of the map needs to be the determining factor of how many city points are reasonable. If you want a massive civilization, it needs to be proportional to the size the map you have chosen. On a large enough map having 10 level 5 cities and nothing more should be the minimalist strategy that Sethai is arguing for. Bellack would probably have 40 cities at level 1-3 and one level 5 city. 

If you merely argue your preference for city sprawl or limitation, the devs will likely read it and choose whichever middle ground they think works on the size of map they expect most people to use. It needs to be a factor of the total size of the map and still be able to prevent relative sprawl.

Whatever they decide, you can usually turn the rule off by editing the xml, allowing one level 5 city per 16 tiles, if you really want that Bellack.
End of seanw3's quote

 

Ok sounds good to me then.

Reply #15 Top

Quoting seanw3, reply 13
You are both making points that are too abstract. The total size of the map needs to be the determining factor of how many city points are reasonable. If you want a massive civilization, it needs to be proportional to the size the map you have chosen. On a large enough map having 10 level 5 cities and nothing more should be the minimalist strategy that Sethai is arguing for. Bellack would probably have 40 cities at level 1-3 and one level 5 city. 

If you merely argue your preference for city sprawl or limitation, the devs will likely read it and choose whichever middle ground they think works on the size of map they expect most people to use. It needs to be a factor of the total size of the map and still be able to prevent relative sprawl.

Whatever they decide, you can usually turn the rule off by editing the xml, allowing one level 5 city per 16 tiles, if you really want that Bellack.
End of seanw3's quote

For sure, it's the size of the map (and the resources available that need to be the REAL limiting factor. And you totally should be able to have loads of big cities if you have the resources to support them. This is why the prestige penalty sucks, because it's completely unrelated to your resources or means.

Typically though, you're right, a certain area and/or number of resources should lend themselves to a certain number of cities. Right now the resources become redundant by the late game.

But withing that "certain number" there should be scope for different gameplay styles. From the strategy where every town is developed to the same level, to the strategy where some remain as hamlets and farming villages, so that other can become huge metropolises (metropoli?).

The boring situation is the one we have at the moment, where cities are all built as close together as possible and eventually they all max out and cover half the map. Every single time, regardless of play style (unless you are a big faction, in which case it happens slightly slower because you get an arbitrary penalty).

Reply #16 Top

I always come back to thinking that buildings and resources should define city growth with economic and government penalties being the only limiting factor besides geography. I am just trying to work within the system that has been developed so far. I am starting to worry that FE will need an entire mod just to balance larger maps. 

Reply #17 Top

The only three factors that alter population growth is food, water & death.   Populations grow faster when food is in excess and then exceed the supply or the supply drops off and then the population starves and growth slows as people die faster then they are replaced.

Sickness & disease alter life expectancy and would in affect slow city growth and could be countered by particular resources and tech being available and these same techs would liekly increase the birth rate as less people die in child birth etc.

I dislike the city population system that seems to allow immortal populations.   There is no attrition rate in the cites/towns for disease, famine etc.  Why?

If a city can grown then it should shrink when the game mechanics that made it grow change significantly.   Having 3-5 large super cities would be nice for maintenance but one plague and you should be set back years of city growth in each as it should spread fast through over populated areas.  Many smaller towns would survive better.

I find the city cap mechanic artificial and not enjoyable.  The prestige system penalty was a terrible way to control it.  And I argue that any civilization that has more cities (more resources and population) should be tougher than one with a minimal # of cities. 

Sprawl is natural.

Reply #18 Top

But if you have more cities and I have better magics, I should still be able to compete. You describe a very desirable realistic portion of the game. Of course that should be the core mechanics, but it should be altered by magic and heroic destiny. 

You also forgot that as cities become larger, especially in a post-apocalyptic setting, the general opinion of that city is diminished. As public opinion, let's call it prestige, drops, it becomes harder to convince people to move there. Despite all the dangers in the wilds, it really does take a pub or perhaps an inn that serves alcohol to justify ever going near any of the last bastions of civilization.

I don't know how a realist like yourself could have missed this.  :typo: