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Too many 4x games later: Thoughts on HK: Summary

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3 years ago
Jan 1, 2021, 8:51:40 PM

I have played every Amplitude game, and most other major turn based 4x games.  Human kind is a good game. It's worthy of being a great one, and thus worthy of critiques.


I propose adding two filter overlays to HK.  "Prosperity" and "Logistics".


Prosperity is a hex by hex map of land value / quality of life / speed of the local economy / trade .    

Logistics is a hex by hex map of the supplies and foods and munitions needed to move armies and fights wars.


Prosperity is largely automatic with reduced user control/manipulation, and Logistics is more user directed.



Luxury resources / World Wonders / Religious cites / and most districts produce some small amount of Prosperity per turn.



Towns produce food, that can be converted into war supplies (sources on the Logistics filter), or consumed for growth (at a rate proportional to the local population) or converted into additional prosperity production.



Prosperity flows every turn out from sources from hex to hex. The rate at which it does so depends on the local tiles.  Cliff faces block Prosperity flow, differences in elevation affect the preferred direction. Forests slow the flow in and out of a hex, and rivers and roads accelerate the flow 'down' them more than up them and pull in prosperity from the hexes across them. A river would have higher prosperity at the mouth of the river to a local lake then at the source and hexes 2 tiles away form a river would be more likely to send the prosperity towards the river than away from it each turn. Farms tend to exclude prosperity pushing prosperity away from themselves.


Towns and merchant districts pull prosperity from many tiles around them, and consume some to produce money.


Towns that have high prosperity unlock and build for free infrastructure. Hexes that have high prosperity develop roads of increasing effectiveness as the prosperity rises.  

 

As a result prosperity will tend to follow rivers in the early game and follow connections between towns and luxury resources and monuments or other sources of prosperity.  Building a new merchant district encourages the development of roads locally, but reduces the overall prosperity locally as it gets converted into money (tax).


The player can expend resources to directly build infrastructure (including roads) with money and town production, but no longer needs to build EVERY building and roads by and large happen gradually and organically rather than spontaneously.  


Diseases spawn in areas where there is lots of food production but low prosperity and spread along trade routes.  Diseases start benign and get worse, so that towns local to the outbreak get exposed earlier but develop more immunity to the weaker strain to reduce the impact of diseases being too RNG for most 4x games. players can manually shut down trade to limit spread, but that limits prosperity production and flow to markets thus reducing money generation.




Contrast with the Logistics overlay:


Strategic resources, Makers quarters, some wonders, and mostly towns produce war supplies.  War supplies travel using the same type of logic as prosperity, but with different modifiers. Supplies are pulled in strongly by depots, military infrastructure, and roads and travels very poorly between undeveloped tiles and tiles without roads. The user can build or establish and plan war supply lines dotted with depots and defensible locations (potentially even fake depots to trick other players about where attacks might come from).


War supplies are lost every hex they travel, less along roads more across undeveloped tiles; and are consumed by troops (less by stationary friendly troops more by troops that need to be re-activated to move again in a turn or healed from combat, and most by unfriendly troops).    Troops in hexes with high supply levels take less damage from incoming attacks (don't deal bonus damage back only reduced incoming damage).  Advanced troops can get larger overall defense bonuses from supply than primitive troops which need very little and can use very little.  Troops in hexes with low or no supply levels are easily destroyed or captured as POW's.



Overall:

-----This enables deeper strategy as players balance high level war supply production against growth and prosperity generation.


-----Reduces the number of user clicks to develop towns as prosperity directly converts into free infrastructure as it hits milestones.


-----Makes market squares less arbitrary and gives more hexes a meaningful money production ability.


-----Rationalizes and makes organic road building and trade


-----Enables realistic feeling disease mechanics that don't completely disable the unlucky RNG looser of the plague lottery


-----It enables much much deeper Tactical game play as each hex in the battle map has unique and turn by turn changing levels of    supply provided defense and allows for encircling maneuvers gorilla tactics like strikes of primitive units against late tier units

 that failed to properly defend their supply lines roads and depots.


-----Makes shared planned supply routes between allies meaningful and measurable so that after a war it can be directly measured how much each player contributed to the war effort as measured in troops supplied and supplies provided.


-----Allows late game wars to draw in troops from across the map very rapidly to allow for truly epic scale wars where you are not

waiting 10-12 turns for your troops to finally arrive at the war front only to discover your opponent has developed and built a

new class of fighters and you're doomed.


-----Provides a natural way to resolve 'how much territory was won' as a result of wars based on which player is providing the most local supply to that district, rather that a  war-score per district claimed that depends on the type of district have it discounted by the amount the winner 'controls' the land as measured in supply power in the land.  


-----Naturally connects troop maintenance to food production back home without conversion to and from money.


-----Naturally  addresses the late game food surplus


-----Verisimilitude and core mechanic uniqueness that would make HK feel and behave incomparably to other 4X offerings that a Magnum Opus truly deserves.



 

 


Updated 3 years ago.
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3 years ago
Jan 1, 2021, 9:07:20 PM

also makes a rational Fog of War:  Rather than X hexes around every troop or town its any hex with at least ____ supply is visible.  Hexes with more supply can see farther away.

 

The map/terrain gets revealed as far as your prosperity projects, and your vision projects as far as your supply lines allow.  Meaning by mid game when trade is world wide you're picture of the map becomes increasingly complete automatically as your trade goods /prosperity travels to the four corners of the earth. and by late game your fog of war uncovers all tactically relevant areas  while leaving the possibility of overextended supply lines and gaps in your vision allowing raids and communication cuts and deep tactical gameplay.

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3 years ago
Jan 2, 2021, 1:40:24 AM

It also allows for more substantive trade agreements with ideas like tariffs.

Where you allow another civilization to use a fraction if your prestige in a hex as their own. If both nations allow a high fraction of prosperity trading then they both can get a lot of extra free roads and infrastructure earlier, and the areas between your two lands will develop roads and good market locations. But if you let another nation use too much of your prosperity as their own they can build markets and drain your nation dry.



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3 years ago
Jan 2, 2021, 2:36:49 AM

I don't know about military supplies, but on its own, prosperity sounds like a cool mechanic (except for being unable to build Infrastructure). However, it would be a major redesign, and not one that would fix any of the problems present in Humankind, nor would it mesh well with any of HK's other mechanics. It would work better for a different 4x game that is designed around it.

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3 years ago
Jan 2, 2021, 4:32:51 AM

In my proposal you can still build infrastructure, But you no longer need to build EVERY piece of infrastructure that your town has.

You still have a build queue, exactly like the current build queue, but as your town grows bigger some of the infrastructure buildings just auto-complete for free and instantly.


Building a town near existing large towns, or on the trade route between large towns exposes it to a lot of prosperity so that it builds quickly.  building a town in the new world allows it to draw all the nearby prosperity that has built up from the luxury resources that nobody has harvested yet, allowing new world cities to get a jumpstart as well.

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3 years ago
Jan 2, 2021, 5:18:06 AM

In fact the system I am proposing fits so well into the exiting game that the existing game is in many ways just a version of the changes I am proposing, but with the thresholds set so high they have no effect on gameplay.

You can get all the extra food in the world, and your prestige goes to the moon, but no amount of extra prestige will make markets more money currently, and the first milestone for a free infrastructure building is infinity.


You can convert excess food to war supplies, and use those war supplies to get extra movement, but it takes infinity extra food to make 1 war supplies and infinity war supplies to get extra movement.



If you implemented my system and then had editable settings, you could turn off my systems in a mod by just changing 2-3 numbers. At least in as far as they effect game play.


If you don't want Logistics, how else would you like to address it taking multiple turns to move from one town to the next? is that level of slow movement acceptable for you in Pre ww1 universe where intercontinental trade exists?

What would you do about the 40 or so infrastructure buildings that need to be made for every town? in the final game the number is likely to be 100+ different infrastructure buildings, even the dedicated settler unit pre-builds only 15-20 of those. Do you want to manually add the remaining 80 to a build queue? to 10 build queues?

You may want that slow game, and that's fine. But if you don't.... how else would you address those problems? What other solution would you prefer?



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