Quote:Original post by RobAU78 @Edtharan
It seems to me that you're talking about a fundamentally different type of (4X) game than what's out there already. In every 4X game that I know of, the player basically acts as the entire species/civilization. What you're talking about, on the other hand, is the player being just one actor in a larger system. There's nothing wrong with that conceptually, but I'm not sure how well it goes in with the traditional 4X-game concept. |
In any game, the player is an actor in a larger community (the other players and AIs), so in this respect the two are identical.
And yes it is different to current games, because current games don't use a proper economic system (although I am sure there are some).
You can use this with the player acting as an entire race/species/faction, and the principals still apply, mainly because in such a game the player has to interact with the other races/species/factions. In current games this is not typically productive
because of the poor economic system they ahve. Because Money is essentially infinite in its source, the only reason for trade is to dump stuff you don't need for money.
As you said, the player is supposed to be the one in charge of their race/species/faction, but because of the way the current games' economic system works there has to be a higher authority under which all races/species/factions are under and this higher authority controls the value of money in such a way as to keep it at an absolute value (which is completely unnatural).
Quote:Original post by AngleWyrm Here is a picture of a basic growth pattern. It can be seen in the population graphs of both GalCiv2 and MOO2-3.
A reduction in the players' initial wealth moves the starting gate left, but the player still travels along the line. A reduction to the player's contribution per turn causes a player to make slower progress, but still on the same curve.
If we define a competetive advantage as the difference between one player's assets and anothers', then there are two steep curves, and the tiny-est difference between them turns into a giant gap some time later. |
This exponential growth is the result of a Positive Feedback Loop. What I am saying is that you don't only have to ahve positive feedback loops, but you can have negative feedback loops.
For instance, lets just say that you have this population growth and each gives you 1% of their income in tax each year (or whatever time you like) and that money is handled like it currently is in 4X games (source/sink model with static value). The population act as a source which grows exponentially and so you end up with an exponential rate of tax income.
Now, lets use my model where the economic system where the player can create/destroy money but the more money in the system means that each unit of money is worth less (the negative feedback in the system).
Now you can still get exponential amounts of money, but the value of that money goes down the more that is there. What it means is that the player can have a lot of money stored, but the total value of the money is now worth the same as the total amount when the player had a smaller population.
The player would have to do something else other than just increase the population or increase the total amount of money that their race has (ie: conquer other races, have a mutually beneficial trade deal, etc).
Lets use a simple example of how a negative feedback loop might work.
Imagine we have sheep in a paddock. They eat the grass and reproduce. This is a positive feedback loop in that the more sheep we have the more sheep we have for breeding and so the population goes up exponentially.
Also, imagine that we have a population of wolves (currently separate from our sheep), these with a food supply) will breed and have an exponential population growth.
But, if we put the population of wolves in with the sheep, then the more sheep there are the more wolves there can be (positive feedback).
But the more wolves there are, the less sheep there will be (because of predation). Eventually there will not be enough sheep to feed the wolves and the wolf population will shrink as they starve (this is the negative feedback loop).
As the wolf population drops then the number of sheep being eaten will also be reduced and so the population of sheep will increase.
In an economy, the amount of currency in circulation is a bit like the wolves and the value of the currency is like the sheep.
As you increase the amount of money in circulation, the value drops. But if you reduce the amount of currency in circulation the value goes up.
What you need to do is find a way to link the two together so that as the value drops, then currency will be removed from the system and so the value will rise again.
Yes, it does not crate a stable system in that there will be constant fluctuations of value, but it is much more stable than the current game economy systems in that if you do disrupt the system (add in more currency - or even value) the system will not go out of control (infinite exponential growth or collapse). You will get small periods of this kind of behaviour of the system, but it will rebalance itself.
The system is considered
Dynamically stable.
And it is this dynamic stability that a player can exploit. they can do things to other economies (of other players or AIs) that cause their system to be suppressed for a while, or take actions to increase their economy for a while. But doing so takes "energy" in the form of resources and/or labour. And once that force is removed, the system will eventually return to it's typical state.