4x population mechanic - worker experience.
Members - Reputation: 174
Posted 12 May 2011 - 04:59 PM
One poster posited the idea of treating population as experience points. Unfortunately, I couldn't quite tell where the idea was going.
However, it did spark this idea.
Let each area of economic activity (production, research, prosperity/farming, etc.) have different tiers of experience.
The more population in each tier of experience, the faster activities requiring that level (or lower) are performed and the higher the quality of the results.
This population can be moved from one planet to another.
Planets also have schools.
Population put into a school can increase the rate at which "student" population advances up the tier.
Consequences and implications:
Players can relocate populations to boost economic activity in an area of space.
Players have a choice between concentrating populations to perform advanced economic activities quickly, or spreading population which allows more planets to perform lower level economic activities at an equal rate.
Players have a choice between using population for economic activities, or to teach other population.
My main concern is that this feature sounds like it would be micromanagement hell.
I can't see this mechanic being fun past ten or more planets. I'm thinking that immigration/emigration policies would mitigate the tedium. I haven't given enough thought to this. Ideas on how to avoid forced micromanagement? Ideas in general?
Crossbones+ - Reputation: 1790
Posted 12 May 2011 - 05:32 PM
For example, if some planets (or even cities) have certain amenities or other attractions that cause population units to move from place to place, then the population will naturally handle itself. The player can affect this indirectly by manipulating those incentives (giving a big education subsidy to Planet X -> better schools -> incentive to immigrate there, and population will shift accordingly along with other factors like income, employability, what have you). You could also allow the player to displace population at will, maybe with some consequences.
So the player gets to fiddle with the empire as far as infrastructure and directing funds, and other things that might be tedious to manage can be modelled as consequences of that fiddling. And for players that really want to, you can include options to intervene directly at those low levels. It might be hard to make good models of different combinations of things that the player can do, but I think that the payoff would be very interesting.
Moderators - Reputation: 1838
Posted 12 May 2011 - 08:50 PM
Crossbones+ - Reputation: 5359
Posted 13 May 2011 - 01:21 AM
Members - Reputation: 554
Posted 15 May 2011 - 01:26 AM
I would enjoy doing nothing but pressing the next turn button if I was watching my plans in action.
Crossbones+ - Reputation: 5359
Posted 15 May 2011 - 02:17 PM
Yeah, MOO3 is a marvelous project, it's a perfect example why certain things can not work. This game brought a lot to humans knowledge of game design
MOO3 attempted to have the AI handle player-level decision making, and bungled the job.