There's no rule saying each resource needs to go through those number of steps.
There isn't, but its simpler to process from the player's perspective if there is a workflow they can relate to.
The idea of having each finite resource as a layer 3 resource is mostly so that a complex economy is easier to understand.
If building a component would require resources from each layer, it would quickly become overwhelming.
The human mind can process up to 7 items in parallel in their memory, so while having 3 layers will clearly exceed 7 different items, if each layer has 7 or fewer items, they can 'set' their minds for a specific task and refer to that specific layer and quickly grasp it all.
Thus, I would refrain from using different layers for the same tasks (building a component for example).
perhaps have the buildings be modules, and allow installing those modules on spaceships? would be cool.)
already part of the plan 'sort-of' for some ships/starbases.
I'm not sure I understood your suggestion overall though. Could you examplify through visual support?
So rather then having higher tier ships require a more rare substance then lower tier ships. What I was thinking of was having rare substances be important strategic assets.
Food for thought. I don't have an immediate feedback for that, but I'll keep that in mind, thanks.
Deadlock 2 had a nice quality system. There was iron, steel alloy, elernium (or whatever it was called), elernium allow. These all were the same "metal", you could just use iron all the time, no problem. But higher tier metals were worth more (you could refine iron into steel wich was worth 3 "metal points" as compared to "1 metal point" of iron). The game automaticly used up the highest (most efficient) metal type upon construction. So it was benefitial to make the higher tier metals, but if you forgot there was no problem in the form of stopped production.
I've actually considered having each resource break down into two different variants. The 'abundant/cheat' one and the 'rare/high quality' one. If you built with the best one, you have better component properties, etc. Here, what you are suggesting is that both of these would do exactly the same, but the yield from 1 'high quality' would be equal to 3 times the yield of a cheap one. It feels a lot like the high-yield minerals in Starcraft 2 right?
I'm trying to understand the proper advantages of such a system. Once I discover a planet, I would, of course, go for the high yield if its available. There wouldn't be any means for me, as a designer, to insure that these planets are always on the battlefront and are harder to defend, therefore, I don't see the risk-management aspect. Perhaps I'm missing something?
As for logistics, I already said why I dislike it in other topic, so I will just add to my thoughts. I like the complex layered production mechanics, I loathe micromanaging every single ship that carry supply of toilet paper to a distant colony of my empire (it's not worthy of my position of the emperor you know ). So I thought about fully automatic AI controled logistics. Something like Settlers had. You had to build the network (roads), you had to build supply depts (warehouses) and allocate enough resources for freighters (people that carry stuff). It was very interesting because you had to think about logistics in Settlers all the time, and the resources are comlex, yet you had never, ever, manually adjust the logistics (it's a system with heavily impotrant and complex logistics and zero logistics micromanagement, a very unique (and fun) combination).
I'm not formally opposed to simplifying this, but I have a few needs I want to cover.
Most games that deal with automated freighters are hard to understand, and more often than not, you just have to build more freighters until you have too many and everything is accounted for.
Also, I want freighters to consume fuel, as other ships do, so that an empire without fuel simply cannot survive. It is the thirst for fuel (much like petroleum on earth) that forces you out of your well-developed planet onto the unknown. It is necessary for everything, thus you 'always' need more. If you could just send 1 explorer, colonize many planets, and freight all the fuel back home, it wouldn't make sense.
Star Knights and MOO series have poor freighter systems.
I like where you're headed with roads and whatnot, but this is space, and well, roads aren't quite possible. I can think of ways to achieve this, such as starports, warpgates, etc.
Lastly, you need to understand how to assign 'needs' to each planets, an export/import system that makes sense. If Planet A needs good 'x', it needs to know from which planet (B) it will get it, and why. Is it because it is the closest 'exporting' planet?
Manual control helps to optimize this process, because you know more about each planet's role in your empire than an AI ever could. I have yet to see a 4X game that comes even close to doing this right. Because I couldn't figure out a better way, I've decide to do it manually.
The other main reason why I like it to be manual is that it doen't make an artificial line between freighters and ships. You *could* theoretically use a warship to move goods. The goods would be more protected. Or you could send warship escorts with your freighters, etc. Also, you could use your freighters for something else. Moving them to fetch fuel, or carry supplies as a support ship for your warfleet. There are a number of new strategies that emanate from having freighters as 'normal ships'.
Also, if the freighters are large enough, the micro-management isn't so bad: you can send 1 freighter every 10 turns with a massive shipment of goods.
If you see any other way to go about it, I'm all ears!
I was thinking maybe like that. You define sectors (groups of planets) then assign transport ships to the sector (freighers, fuel carriers, passenger liners) and the AI had to manage these. You can see these routes, where each ship go to, what it carries, etc. But you can't change it. You can only adjust global, empire wide, priorities (what to carry first) and decide which sector (or to be more precise a local AI transport company ) gets how many freighters. I think I would find it quite fun.
Fun, but you couldn't micro-manage when necessary. If you see your freighter line will get intercepted, you need to move to the closest planet you can and wait for reinforcements. This is part of strategy, and this simplified system really takes away. In the end, your opponent isn't playing you, he's playing the poor AI of the game, and this hurts.
As a reference, imagine in Starcraft: the game would really get boring if you have to manually control each harvester independantly (and I fully agree). But imagine if you could no longer control them when they are harvesting, and they get under attack. A good SC player knows when to move harvesters, and where to move them. He knows when to use them as meatshield, (or in the case of scv, as repairmen). The 'economic' units of good games tend to have a lot of strategies built around them. If you automate freighters, you lose that ability.
Further expanding on starcraft 2: when I was playing actively, I was a diamond level player (top tier). This is a decent level to be at competitively, yet, this isn't master or grandmaster league. I've raked a lot of wins as a Protoss by doing early pushes with Zealots (a lot of players did). Often, the enemy could repel that, but you just had to realize that if you had added 1 additional PROBE to the forward push, you could get away with an easy win. I've done that, a lot of pros have as well. Its just one example where creative use of economical units matters. I guess that's also why I'm hellbent on having freighters behave like normal ships.
They would feel vulnerable. If all you do is mine low quality materials, you will get crushed by high tech ships because they can produce them more efficiently. You can still cripple another player by raiding his high quality mines. The difference is you cannot kill a player by capturing a single key planet.
I would tend to agree, and though the victory is inevitable, it leaves you hoping. One of my main concern with Galactic Civilization is that it allowed this to happen, and it was the most unfun situation I've seen in any 4x games. With a tech tree so vast, you could reach a point in a game where there was no way you could win whatever you did, whichever winning condition you were aiming for, but the game wouldn't let you know that until 10-20 turns later. The aftertaste of that was so bitter that it felt like an utter waste of time. It was frustrating. The opposite also happened a lot: you got simply stronger than everyone else, that one of your ships could probably annihilate all other warfleets in combat without taking a single hit. Yet, the game allowed you to expand at will and play sim city.
I want an environment that's thoroghly balances, where its hard to gain any form of an advantage. Ships, themselves, won't overpower each other that much. It is the resources you have under your control that determines whether you can rebuild a fleet and continue waging war. So if your opponent's strategy is superior (he has intelligence that confirms capturing planet X would cripple your ability to stay in the fight) then so be it, even if his fleet is largely inferior. This means he's taken advantage of the knowledge he has to even the scores. Besides, if you have a 'rich planet' you should definitely put it out of reach. Building starbases on the fore-front is a risk: it can allow your reinforcements to jump straight into the fray and sustain a military push, but it can also be your downfall if its overrun. Think about the Death Star's destruction in Star Wars, and imagine how the empire can recover from that.
Yet, like I said, it shouldn't all be decided on a single planet. Otherwise, this means your are a bad strategist with a poor economy. You need to stretch your empire deep, and then choose the planets you will develop. Sometimes, it means neglecting a faraway rich planet just because it is not within your real area of influence, too far off to really contribute to your economy substancially: it requires more military forces to keep within your area of influence than the resources it yields. That, too, is recognizing good strategy.