Culture and Trade

So you can build these culture posts and trade posts. What exactly does a culture post do? For trade posts, do they just give me credits? Should I put one in every planet? It's very confusing and I need some splainin.

The game runs fantastically though.
26,358 views 16 replies
Reply #1 Top
I too would like a more detailed "developer" explanation!
Reply #2 Top
We will post a detailed developer explanation later, but first I would like to challenge everyone with some beta-tester questions   

1) How would you expect trade posts to work?
2) What kind of influence would you expect culture posts/culture to have?

Using only the game and your own expectations what can you come up with?
Reply #3 Top
2) What kind of influence would you expect culture posts/culture to have?


Dont have the beta, but it would be awfully cool for these culture posts to be like propoganda centers, where you create goods and send them off in ships to other planets in hope that these goods/transmitions/propoganda will make the citizens hope for a better life under your rule.
Reply #4 Top
1) How would you expect trade posts to work?


Trade where they think the most profit will be.
But if they continue to get destroyed (about 2-3 times) they should try another route.

2) What kind of influence would you expect culture posts/culture to have?


i dont like stuff like that but if it has to be there. Well as emp said were they do propoganda to take over other planets. But i for one want to shoot them lol.
So maybe they should be clocked for the commen ships. But you will need a building in space to see them, so they can be shot as evil as they are
(hmm that that way i like )
Reply #5 Top
1) How would you expect trade posts to work?


i would expect them to trade with other post and the revenue generated would be proportional to the population of the systems they are trading as well as to the distance traveled.

2) What kind of influence would you expect culture posts/culture to have?


i would expect them to give you some kind of information on the enemy planets that you influence as well as cut down on there production\income.
Reply #6 Top

1) How would you expect trade posts to work?

I expect them to give you a bonus to your credit/metal/ore income, depending on a variety of factors. For instance, planet population with the trade post would influence credit gain, and trading with allies with large supplies of, say, metal, would get you metal quickly, while you might be getting them crystal quickly. They could also influence the buy/sell prices in the Diplomacy menu.


2) What kind of influence would you expect culture posts/culture to have?

As far as I can see there is no stat for these already, but it'd be cool if you were able to have planets revolt through culture by putting yours out in a strong fashion. Stronger culture could influence both economic gain, population gain, and any number of other factors. Culture has alot of avenues that can be explored I would think.
Reply #7 Top
Also, I can't tell if they do this, but I would think that a planet with a trade post could trade with one that didn't have one, but it'd be far more lucrative if it DID have one.
Reply #8 Top

We will post a detailed developer explanation later, but first I would like to challenge everyone with some beta-tester questions   

1) How would you expect trade posts to work?
2) What kind of influence would you expect culture posts/culture to have?

Using only the game and your own expectations what can you come up with?



You answered my question with questions! How dare you!

1) I would hope to set up 2 posts. POST A and POST B at separate planets and then have the ships move back and forth trading, just like they do in the game, I would like a little more interactivity if possible, perhaps telling which ships to go to which trading post, say if there are 4-5 trade posts or more.

2) I like the idea that culture effects income, I think they are fine as they are. Its sorta like the import/export trade deficits we have here in the USA. Lol... I would like to see maybe a chart or in game graph showing who is influencing against me though. Also do planets show where they are being influenced from? I didn't see anything in the game in regards to that.
Reply #9 Top
1. You build a trade post above a planet. It adds a certain % to credit income depending on how many othe trade post you have and how many people you have trade deals with have.

2. I don't think the culture thing works in a real time game well. But that's just my opinion so I have no idea how it should work so I'll stop mindlessly typing.....
Reply #10 Top
Any extra strategy element is welcome IMO. Unless it brings a lot of neccessary micromanagement.
Reply #11 Top
Hmmm 2 trade posts, one for credits and one for minreals, lots and lots of little ships.......well before the huge hull upgrades

I'd prefer just one structure, and maybe build the trade ships manualy or have a minreals module on the 'level-up' skill of the station? BUT I like the distinction of the routes for the different trade stations, but on the top of screen summeries please put an average income/second addition over say a 5 min period, otherwise they are very misleading.

Culture, I loved the influence in GalCiv II, it was my fave form of victory. I love building an economy the shooting stuff and fun that goes with is usualy a side bonus for me. I like the interesting twist of it as an income modifier, I guess you could think of it as fashion or trinket tax, though in that case maybe you should get 'steal' effect from other races planets  , due to them importing your fashion/trinkets. The glow along the line effect is nice to see with maybe a brighter charge for 'if this gets there that planet is MINE!'. Again, if it is producing an income something on the summery popup to show the real effect would be nice. Maybe different effects for different races. High culture on an enemy planet for one race could steal credits, another could negativly impact eficency, another could provide militarry intel?

Reply #12 Top
I would do something different. I have never felt that trade should be directly manipulated by the "empire" in empire builders. After all trade is a reflection of the private sector within an empire, and the benefit to the empire is through taxes, a happy citizenry from an increase in available goods, and the increase to manufacturing centers with more available resources. Traders should be "free agents" and I already like how they are not directly controllable ships by the player. Trading can be a game unto itself and its up to the game designer to decide how deep to go to determine how far to implement it into their game. The main problem I see right now with how trade is handled is the immense number of trade ships moving around on the screen, I would argue that if your going to see that much activity then trade should be much deeper than it is currently implemented, if not then tone down the amount of icon visible traffic.

So you have a few options.


1) Highly simplistic trade, trade is simply a number generated in the background and is a number derived from your current research level, number of planets and population, number of trade stations. NOTE: if your going to do this then I would also decrease the scale on the trade ships so there presented as background and completely non-selectable units, you shouldn’t even see the icon zoomed out that are in phase jumps they would only appear at a greater level of zoom (for a good example of this look at how trade caravans and ships look and act in the totalwar series, you also already kinda have this implemented with the way planetary traffic works).

2) Simplistic trade. Essentially the same as above but add in a few sliders so a person can set how much emphasis an empire is putting into trade. Right now you have mining /culture/trade ships perhaps a simple slider to allocate the the perentage allocation to each. Call it something like “Empire subsidies” and have a 100 points that can be allocated between the three. Basically just a minor level of involvement from the user. Something like this might not be bad in a real time game like this one for a minor user action as compared with option 1.

NOTE: With options 1 and 2 you would either get rid of trade stations altogether (not a bad idea) and simply have the ships originate from the planets, or make it so only 1 trade station per sector is needed (like you can’t even build a second one), or have multiple trade stations in a sector increase the number of ships originating from that sector (some from planets some from the trade station).

Wouldn't be a bad idea to handle miners this way either. Just have a nifty algorithm for both, the small scale units not clogging up the screen and the user manipulation in the form of research and 1-2 simple sliders. Miners adding to crystal and metal and traders adding to credits. In addition you can add "culture ships" passenger cruise type ships, ambassador ships, ships like the enterprise (exploration/ambassadorial).

Essentially a background, non direct interactive, small scale animated ships that you see when your zoomed adding alot of flavor into the environment and not taking away alot of apm time from this RTS style game.

3) Medium level user involvement trade. Here you would use “trade connectors” between certain planet types. Below is just a small example with how the beta 1 currently works.

terran to ice/asteroid colony - food trade
ice to volcanic/desert - water trade
asteroid colony to terran/ice - metal trade

Or some other way to “trade connect” planets by type. Then show the available number of connectors in the planet overview(or a sub window of the planetary overview window) and have trade stations support a certain number of routes, say 2. Then building more trade stations if routes are available becomes a user choice and certain trade routes shutting down between empires hurting you more when trade stations > number of available routes.

4) Highly evolved trade. Put in a full supply/demand model. Create a way to build manufacturing modules on planets and create natural resources on planets by type. I would probably stay pretty far away from this choice as it would require a lot of work and time management and this is a real time game.

Out of those choices I would choose option 2, and use trade stations, culture and mining to merely effect the number of ship originating from that system and make the ships background animations like the planetary vehicles already are except they move though space but don’t clutter up the screen with a ridiculous amount of non interactable icons. Also add some level of user interaction through a slider for empire subsidies. Personally I would love to sit down and write out an insanely complex model like I mentioned in option 4 but since this is a real time game I realise option 2 would work the best. The whole trick would be in writing out the “nifty algorithm” I mentioned to make the background game entertaining on the screen. So here is high level prototype for the trade ships.

Ships are determined by an interval in the main game timer either from the start of the game or from the start of researching “Trade”. Also a check whenever a new colony is created.

Total number of ships originating from a particular planet could simply be at a ratio of 1 ship per planetary development point. If you wanted to leave the trade stations in simply have them increase the total number of ships by 1.

An alternative would be to have a ship per possible destination (the number could get pretty big in large games though the engine seems capable of handling it). A trade station could simply increase the amount of revenue on cargo in this scenario.

Cargo is determined when a ship leaves a planet and a credit amount is generated based on

Planetary type, Planetary Population, Research Bonus, Culture modifier

A destination is chosen upon departure as well and depends on how you’ve handled the number of ships as I listed above, traders could also have a random id to determine “agressiveness” if a trader is of low agression then they try and trade close by and on a safe secure route if there highly aggressive they’ll go for a long distance high risk but highly profitable route.

On arrival the payment for goods should be modified by a cultural bonus if there is a culture center in the area (this would reflect “marketing”), giving some reason to build culture centers “behind the lines” and maybe add some nity graphics to culture centers like a bulletin board and some creative advertisements.

Trade and Diplomacy

The main thing to add then would be more options of intra-empire trading through diplomacy. This would also take some reworking of the entire “at war” mechanic in the game, which imho would be a good thing. First and foremost when encountering a new empire you should start out as neutral and not openly at war requiring a cease fire. Actively firing on a player or “declaring war” should put you at war. While not at war a trade agreement should be consider to always be in effect , after all it’s the private sector and not governments conducting trade. However while at war a player should have the option to embargo another player, even then however traders should still try and make runs to the other empire but only ones of Super High agressiveness (see above). An additional option would then be to turn on “unrestricted warfare” with that opponent severly hurting the background relation number with that empire immensly and for a long time. This would make your ships, fighter defenses, static cannons etc destroy traders,miners, and culture ships when they encounter them. Traders/Miners operating in a war zone though would get immense payoffs if they actually can deliver to a planet during wartime even more so if unrestricted warfare is on. This could open the door for some interesting research options for these “black market wartime dealers”, like “super fast blockade runner trade ships”, “trade ships with stealth” etc. And make for some intersting options when going to war.

Piracy

All the time these little animations running in the background should encounter other little background animations in the forms of pirates. They just appear based on an algorithm and shoot down a trader and sweep in scoop up a little crate and zoom off. Piracy should be a factor of the sector and how many empire ships are in it as well as defense platforms and cultural centers. Fighter hangar fighters and your ships should try and intervene to shoot these buggers down as well. Have that asteroid development 1 colony with nothing but mines you didn’t want to increase your empire maintenance by building defenses jump inhibitors etc in? The place would be swarming with pirates.

Also handling miner ships in the same way as traders through thes smaller scale background animations is a good idea as well like i mentioned before, having "mining areas" in asteroid zones would be a good idea as the destination for these mining ships, pirates could also target them as well.

Players could also "sponsor piracy" against another empire by diverting a certain amount of credits per minute to target another players trade/mining/culture ships).

Culture

Culture could also come in the form of the small background animation ships, passenger ships, ambasador ships, etc. A ship originating from a cultural center and sending passengers on a tourism trip to another empires planet would increase the culture effect (also makes building them behind the lines and not making it relative to proximity (although that could be a factor since it would be a shorter trip) would make the decision on where to build them simpler and have game lasting effects). Again pirates could effect these ships, passenger ships shot down in enemy space could cause culture changes and other related issues (like cassus belli which europa uiniversalis uses and something I would talk about more in changing diplomacy in another post). Also opens up options.

Anyways sorry to ramble on:0 You got a great game going here got a few more suggestions ill try to make on other topics later. Good luck with the development. And sorry i edited this post some and know there are some redundancies from the edits.
Reply #13 Top
Wow, you really thought that one through. Thanks Jam3   
Reply #14 Top
1) How would you expect trade posts to work?


Trade with adjacent or adjacent +1 planets, wiith the % of income generated based on the planets population. Also I think it would be cool if the planets got a large bonus or large decrease to income based on planet types. Example, 2 terran planets next to each other produce similar stuff and therefore assign less value to the trade drastically reducing the $ made. However a Lava Planet Mines needed metals, or harvests the generated gases or somthing which a planet of another type may need, in turn lava planet may need the produce and other goods from the terran planet and the $ should flow. Or somthing like that.

2) What kind of influence would you expect culture posts/culture to have?

I would like to see a ring of influence around planets initially based on the planets happiness, I.E. are they defended, are friendly ships nearby, have they been attacked recently, is their population growth steady, has the planet been colonized recently, etc... Then have that base influence grow with cultural centers being built, also it would be nifty if building your cultural centers near your trade station gave a bonus, as word of your great nation would travel through the traders.

Reply #15 Top
Id like trade to be something that encurage some kind of diplomacy.

Like a big empiere will get all his tax taken by upkeep or the 75%. In order to keep a high cash flow he will have to turn to trade. That means he simply cant declear war on everyone. Ofc trade with other empieres will generate alot more money then internal trade.
This should open up some fun options in multiplayer. If a player gets to big, the other small players could maybe embargo him, so he dont have a trade partner. Or maybe the guy who want to trade with the big empiere is on the other side of hostile space etc.

I think Jam3 had a nice idea with that all players start out neutral. Maybe add a 1 min timer where if someone declares war, his units in the guys space that he declared war on cant attack but can still be attacked. That should keep someone from massing a fleet at the home base, and then declear war. Or maybe make a diplo option for rights of passage. So you can block out another player. If he then want to get pass you he either have to negotiote(tribute maybe    ) or he have to declear war and use force.
Reply #16 Top
Trade:

I expect trade to work as ships carrying valuable resources from trade post to trade post, generating income (credits) or additional minerals/crystals. I would generally think that Planet to Planet would be msotly about increasing credits; Asteroid field to planet trade would eb about bringing in raw resources.

So Planet to Planet = generates credits, proptional to population and distance travleled between the two sites.

Asteroid to Planet = generates metal/crystal, prop to distance and asteroid produiction.

Inter-empire trade should get a bonus as it tends to cover larger distances and involves political machinations. Also, most trade is generally more beneficial when the aprticipants are diverse and an alien empire is the height of that.

Inter-galactic trade (diff star systems) shoudl pickup a bonus; we ahve the resource called metal but we all realize it represents a wide variety of different elements. Other solar systems tend ot ahve diff concnetrations; this could be easily built into the formula for distance as an added bonus.

Culture:
I would think this would work similar to Civ and GalCiv, whereby you can extend your cultural barriers outward sinto space; if a foreign planet sits long enough in your sphere of influence they will slowly start to shift in your direction, eventually revolting over to you as the planet/colony starts thinking like you do.