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View Full Version : The government system, and why we must do things the way we are.



khelvan
02-23-2006, 07:19
Way back when we started planning our buildings system, so very long ago, we had this grand idea that each faction would have a certain number of complexes dedicated to showing how that faction expanded and conquered areas. This would mean that each faction would have a custom government/governing system, which was tiered. So, for instance, the Romans could have built an "allied" government type which would be relatively quick to implement, and upgrade, granting various bonuses and penalties, and another which would be "romanization," essentially turning the province Roman, granting citizenship, with different bonuses, penalties, taking a lot longer to build, and so on. It would create vastly different recruitment options, first and foremost, and affect everything in the empire.

The goal, of course, was to grant huge diversity across our factions as well as to make gameplay more fun and interesting, challenging for the player, and more realistic in its depth, in a sense.

Unfortunately, several obstacles caused us to scrap this system. First and foremost was the building complex limit. Not only could we not have multiple complexes per faction, but it wasn't even realistic to limit the governments to one level only and have one complex per faction. Compounding this was our second fateful issue; the AI does not destroy buildings, and we have absolutely no way to destroy a building via scripting or any other game mechanic.

So then, the challenge was to provide some level of depth and choice for the player when conquering a province, but not to overwhelm the AI, when we had to share government complexes due to the complex limit. Without being able to destroy buildings, this was quite problematic for us. It took us many, many months to come up with a working system which, we feel, gives at least a little of the functionality we envisioned, but is also workable for the AI and, of course, doesn't put us over the complex limit.

There are really two different styles of government, at the moment; the nomadic/settled type, and the type that applies to all of the rest of the factions. Because of the way steppe factions conquered land, we wanted to show the choice these people faced - in steppe and other areas, the faction remains nomadic, moving the herds and staying a fluid people. In "mixed" areas, the leader has the choice of staying nomadic, or becoming more settled. And, in areas which are neither, the leader is not given this choice. This affects, primarily, unit recruitment, though hopefully in the future will have other implications.

(Side note - we have discovered a VERY annoying problem, where some buildings which handle unit recruitment cannot have other capabilities, such as bonuses to law. We have no idea why this happens, why some buildings can have these while most can't, and it only manifests itself as a random CTD during AI turns, and sometimes also when the player right-clicks on the building level which contains the problem. This is yet another problem which limits what we can do.)

So, in order to show that some factions can have certain government types in only some areas, through scripting we place "precursor" buildings, which enable the building of those more home-oriented government types. To enable the AI to utilize the governments, and without the ability to destroy buildings, we have had to, through scripting, place governments on behalf of the AI when it takes a province, and to 99% damage existing government buildings when the province is taken. It is considered an exploit (which we cannot prevent) for the player to utilize these existing government buildings. This, so far, is the only viable workaround to the problem which we have found, and we welcome suggestions on how to improve it.

Regarding unit recruitment, for multiple reasons we have decided to create what we lovingly call the "Military-Industrial Complex," or MIC for short. The primary purpose of this building is to represent the military infrastructure of a province. This infrastructure is independent of city size, and is very important a faction such as the Germanic tribes, who did not live in large settlements but were spread out in large numbers of small ones, to represent the ability to raise an army from the countryside. In addition, we feel it better represents, combined with other building requirements in unit recruitment strings, the way in which units were recruited. We must still use some RTS conventions, such as tiered recruiting based on building new buildings, but this is a game device we use which we can't really get around. We can't be more flexible in allowing recruitment based on other factors, so the time/money for MIC tiers is the best we can do, along with other buildings, of course. It did not make sense at all to keep the barracks/stables/archery range/etc convention; A state would not raise skirmishers independent of spearmen, and so on. Plus, we save on building complex space by doing it.

So, our recruitment system is based on an individual unit determination of how that unit would be raised, and by whom. This would be demographics (For instance, many better Dacian units are drawn from the noble class, and the noble class would be exported to conquered areas.), availability of requirements (you can't find elephants everywhere, though we have tried to reflect how a few states were able to import elephants), government type (Romans can build Auxilia in various areas through one government type, legions through another, and native units a third), and various other factors. Recruitment areas vary per unit by faction, and even by faction by government type. Hopefully soon we'll have a spreadsheet up and running which will show the choices we have made, and enable discussion of what those choices were and how we can better reflect things.

We've also chosen to do several things. First, we're severely limiting weapon and armor bonuses. Through testing we've found that they affect things to a -huge- degree, completely tossing out the "balance" of battles we have tried to create, to reflect the historical way in which various troop types were used, especially in regards to missile units. Second, we will probably be reducing the experience scale, for the same reason. These things are creating completely artificial results, and aren't in line with the philosophy of the mod. The weapons/armor bonuses will be the most limited, probably not occuring at all for missile units, and at most +2, though more likely +1, for other troop types.

So, having said all that, there are some obvious inefficiencies in what we've been forced to do, and are always open to suggestions on how to improve it. In addition, some things cause some real concerns for us, including:

- Possible 10-or-so limit to hidden resources in a single province (anyone have any insight here?), which will really put a damper on our way to reduce wait times through making EDB more efficient.

- Inability to port over even the simplest building to 1.5 (Until we can do this, all thoughts of moving to 1.5 are completely dead. If you guys want to ever see this mod moved to 1.5, we could really use assistance on porting the most basic of our features, much less our more complex stuff)

I welcome discussion about this.

LordElrond
02-23-2006, 17:54
Shouldn't this be stickied? Thanks for the explanation khelvan. I have a question though. When you say that the simplest buildings can't even be ported over, do you mean all of the ones you have created? I heard that the governments were having problems, but does it include MIC buildings, uniques, and pretty much every single one you've added?

Also, is the government system you guys have in place final? I mean, are there going to be any other variations other than steppe and every other type? Overall, I think that you guys have done a great job working around the limitations the engine has put on you.

Third question. The limiting of the weapon bonuses and such is a good call. However, I noticed that you said the experience scale is going to be limited as well. I agreee with this, but I thought that the rate at which experience is gained is hardcoded. Or are you planning to limit the bonuses each chevron provides? I know that archers and such can get insanely powerful with all the attack and defense bonuses from experience. Thanks for your time.

LE

Teleklos Archelaou
02-23-2006, 17:58
The govt system is static for now. It might change in the future. It's just complex with the way the buildings interact with the scripting, and with the port to 1.5, keeping them stable till then might be the best thing. But we'll be thinking about it.

We have been able to port our simplest buildings to 1.5, but the big problem so far is with hidden resources and getting them to work properly as requirements for building construction. We have either HR's or other buildings as requirements for building construction in almost every building, so we have to make sure they are working right, and currently they are not. Plus, we have pretty much one person working on that part now, me, and that's not very conducive to figuring out ways of fixing the problem.

khelvan
02-24-2006, 02:49
I guess I can sticky it. It is worth discussing.

soibean
02-24-2006, 02:58
I was wondering, MTW 2 will be offering the choice of building a castle or a city in a province... if you so choose to build a mod for MTW 2 for whatever reason, could the government system that you originally planned for be used on that engine?

nikolai1962
02-24-2006, 03:33
The government system idea is one of the most interesting facets of EB imo and it would be great if it could be made to work with the historical depth intended. However there is a post here: https://forums.totalwar.org/vb/showthread.php?t=42905&page=5 , that says the game only reads the first 9 resources for a region. Any after the first nine are apparently ignored.

It's hard to make suggestions without understanding all the details of what you are trying to achieve and I understand the potential flexibility of having the generic, alpha, beta, gamma type resources but...

you may not have enough slots.

Is it not possible to combine the allowable government types and recruitment options with one aor type resource? A set that is more involved than just aor_italy, aor_greek etc and could be like aor_italic, aor_greek, aor_italo_greek (for southern italy), aor_steppe, aor_mixed_steppe etc.

So for example the romans could build a homeland type government in a region with aor_italic or aor_italo_greek but the recruitment could still vary according to which of the two resources the region had.

Teleklos Archelaou
02-24-2006, 03:50
Well, I just stuck a tenth HR into a province to test this and it read it just fine.

The system in place now really would be totally screwed up in many many ways if we only had a handful of regional aor type HR's. We are really specific in some recruiting areas - and it would be crippling to restrict it. Not all celts are available in galatia; korinthian hoplites are only available in korinth; Thessalian cavalry in Thessaly, etc., etc.

nikolai1962
02-24-2006, 08:04
<quote>Well, I just stuck a tenth HR into a province to test this and it read it just fine. </quote>

Hmm, either the poster in the EDB thread is wrong or maybe it is something else like the length of the text string in the resources line. Max 128 or 256 characters or something.

<quote>Not all celts are available in galatia; korinthian hoplites are only available in korinth; Thessalian cavalry in Thessaly, etc., etc.</quote>

Yeah I guessed so :juggle2:

~~~~

Another thought. Temples use 21 (if i counted right) of the 64 building blocks. If temples no longer have the specific vanilla capabilities could the temples be much more compressed?

Malrubius
02-24-2006, 08:41
We've run into all kinds of error messages trying to remove the vanilla buildings and replace them with our own.

One workaround is to use the vanilla engine names, so we could have {temple_of_viking} represent some other kind of building complex, at least in theory (it would get pretty confusing, though, and I don't know anything about how the images work--we might be stuck with the new building looking like a temple). The buildings are not my area of expertise, so I may be completely wrong here.

the_handsome_viking
02-24-2006, 11:39
I'm not sure if this is off topic but it is sort-of related to government systems and historical politics.

The Celts sometimes used to settle disputes with king vs king duels, rather than having full scale wars and sometimes Roman commanders and generals would accept challenges from Celtic leaders and kings to fight against them in single combat.

Would it be possible to impliment this into the mod? and maybe just have a message recieved at your settlement saying that the king of such and such has challenged your king to a duel, and that he is waiting on the outskirts of your settlement waiting for you to come and do battle with him, and if you sent your general on his own, he will do battle with enemy king, one king and his bodyguards vs another king and his bodyguards (if you cant get the king to seperate himself completely from the unit), or if you send your army or another unit to kill him the general of the settlement could face dishonor and full scale war.

I guess the same thing could work for champions, one faction could challenge you to send a unit of champions to meet their unit of champions in single combat to decide something.

Sorry if that was off topic but, I think it would be really cool to do that in the mod.

Ludens
02-24-2006, 12:55
I was wondering, MTW 2 will be offering the choice of building a castle or a city in a province... if you so choose to build a mod for MTW 2 for whatever reason, could the government system that you originally planned for be used on that engine?
MII:TW is a big unknown. We don't know what the game itself will be; let alone how moddable it will be. It is way to early to talk about porting mods to MII:TW.


The Celts sometimes used to settle disputes with king vs king duels, rather than having full scale wars and sometimes Roman commanders and generals would accept challenges from Celtic leaders and kings to fight against them in single combat.

Would it be possible to impliment this into the mod? and maybe just have a message recieved at your settlement saying that the king of such and such has challenged your king to a duel, and that he is waiting on the outskirts of your settlement waiting for you to come and do battle with him, and if you sent your general on his own, he will do battle with enemy king, one king and his bodyguards vs another king and his bodyguards (if you cant get the king to seperate himself completely from the unit), or if you send your army or another unit to kill him the general of the settlement could face dishonor and full scale war.

I guess the same thing could work for champions, one faction could challenge you to send a unit of champions to meet their unit of champions in single combat to decide something.
While it was not unheard of I wonder exactly how could it be implemented. The diplomatic model cannot handle this, so I guess you would have to use scripts. But even then it would be difficult to simulate the implications. All in all, it seems a lot of work for a rather rare occurence.

LordElrond
02-24-2006, 17:26
Sorry for persisting but either no one knows the answer to part of my first post or it was overlooked. Khelvan siad that weapon and armor bonuses would be toned down, which is a good call. Another thing stated to be scaled down was the experience bonuses. My question is: Can the rate at which it is gained be reduced? (I've heard it was hardcoded.) Or are the bonuses generated by experienced troops going to be nerfed? If the second is true, what are the new bonuses granted going to be?

LE

khelvan
02-24-2006, 19:30
We would reduce the scale. That is, grant a certain amount of experience to every unit that is built.

QwertyMIDX
02-24-2006, 19:51
...and adjust the stats accordingly.

Cybvep
02-24-2006, 21:09
One question: What about Custom Battles?

khelvan
02-24-2006, 21:55
We have been meaning to have an EDU editted for multiplayer play for a while now, but it is something we haven't quite got around to yet.

The person I brought on to do this seems to have disappeared, so if anyone likes multiplayer and wants to play with costs with us, as well as work on a version of the EDU with correct unit lists for custom battles, I would love to work with that person.

the_handsome_viking
02-25-2006, 15:51
I wonder who will emerge to become the greatest battlefield commander when Europa Barbarorum finally goes online...

Tabris
02-25-2006, 19:08
hmmmmmm, EB can't go online? O.o

nikolai1962
02-28-2006, 23:13
In rtw patched to 1.5:

Added 26 hidden resources to Umbria as described here:

https://forums.totalwar.org/vb/showpost.php?p=1079219&postcount=147

~~~

Ported your precursor building to 1.5.

https://forums.totalwar.org/vb/showpost.php?p=1079225&postcount=88

Removed missiles block completely to free up a building slot.

https://forums.totalwar.org/vb/showpost.php?p=1079239&postcount=89

(ty trithemius for tip)

~~~

suggestions.

1) scrap the weapon/armour bonus of blacksmiths altogether and make more advanced/armoured units dependent on the buildings. Or remove whole block.

2) could the MICS be incorporated into the government buildings?

Trithemius
02-28-2006, 23:22
(posts at bottom of the respective pages)

I have a hint that might be useful:
If you click in the number of the post (up there on the right corner of each post) you can grab a hypertext link to the exact post you want in a thread.

I know I am extremely lazy when I am browsing forums and hate having to scroll even a little more than I absolutely have to. ;)

scipione
03-07-2006, 17:53
Referring to the first post of this thread, I have a suggest:

I've read that its a problem for the modders to configure the AI for cultural colonize a conquered city.
I think that using the religions system used in BI with percentage, but converted in cultural transformation of a city could simplify the thnig keeping on the realism.
What do you think?

QwertyMIDX
03-11-2006, 20:08
I think BI has a limited number of religions, so that might not work...We'd need at least 8 or 9 I'd think, maybe more.

dark
03-12-2006, 00:38
You can have up to 9 religions, but only the first 3 cause unrest.

QwertyMIDX
03-12-2006, 00:59
Well, once we get this 1.5 port done we'll look into it and see if there's anything useful there.

mattholomew
03-22-2006, 04:42
I just have a suggestion for the government system, is it possible to do something similar to what rtr did with auxila buildings but on a smaller scale, say making a colony in a captured settlement based from level 3 governments and give it a very high build time. This would be especially useful for the koinon hellenon since greek colonies could eventually become city states. Also, with the romani, level 2 governments could be upgraded to something like "very romanized province" which could allow the recruitment of italian units, as there would be enough roman citizens in this province to do so. Obviously this would require a high level of infrastructure and perhaps some uniquely roman buildings like gladiatorial arenas and good roman roads. heavily Hellenized provinces in turn would require things like ports, theaters, carthage would need ports, markets, and so on . I suppose this would partially require the player to follow personal guidelines, like having colony buildings in their homeland provinces in order to represent ther population shift, but this could work. Obviously these provinces would need to be desirable for the population, (no mass exodus from rome to the sahara) but this could possibly work very well. It's also possible that these could be culture specific as opposed to faction specific in their effects. A greek colony would still be a greek colony whether it was allied with athens and sparta or controlled by macedonia. this could make the government system just a tiny bit more flexible.
oh and i don't mean to nag about this, its pretty likely that someone already thought of this and knows why it wont work with the rtw engine, i just wanted to make a suggestion. I don't need a huge explanation of why it doesn't work though, since you folks have enough work to do already

Teleklos Archelaou
03-22-2006, 04:46
No huge changes in buildings will go into effect until the 1.5 port is done. We're in the midst of that now. But we have definitely been thinking of making level 2 govts able to slowly colonize (maybe in stages) the local people more. It will be even more complicated, but it's something we have been thinking about doing for a little while now actually.

mattholomew
03-22-2006, 05:15
oh, awesome. Its amazing that this mod hasn't even released a 1.0 yet and it's already incredible.

khelvan
03-22-2006, 05:30
Just a side note, our unit recruitment system is just about where we want it, so we'll never have anything like the RTR auxilia system, though I'm not sure if you were talking about that at all (or just talking about a building with long build times).

orwell
04-14-2006, 22:31
If I were to build a Romani type 3 or 4 government some place, and later on I decided that I want them to become full Romanized, can I smash the other type and build a type 2, or am I stuck? Would it be possible to make it succeeding each previous government, such as type 4 to type 3 to 2?

Teleklos Archelaou
04-14-2006, 22:39
Yeah, you can later smash a type3 or 4, and then build a type 2 in its place - if a type2 was buildable there originally. That's perfectly acceptable. You don't have to progress from 4 to 3 to 2 either if you don't want to. You could go from 4 to 2. The slowness and cost of going to a type2 system is built into the cost and time to build it, whether you do it immediately upon capturing a province, or whether you do it much later.

khelvan
05-12-2006, 02:26
We are once again having real problems with our building system. It seems 1.5 limits the ways in which you can recruit units. We can't have recruitment based on other buildings, and right now we have recruitment based on government type, reform buildings, and so on and so forth. Almost every recruitment line has multiple buildings in it right now.

So, I think we're going to need help here. :embarassed:

Teleklos Archelaou
05-12-2006, 03:08
It's incredible how much confusion a mod can be thrown into when new "features" are added in a patch (features that can't be avoided or disabled).

abou
05-17-2006, 20:24
Is this looking like a show-stopping limitation? Would using 1.3 instead of 1.5 solve this issue?

counterfeit
06-02-2006, 01:17
Way back ...So, in order to show that some factions can have certain government types in only some areas, through scripting we place "precursor" buildings, which enable the building of those more home-oriented government types. To enable the AI to utilize the governments, and without the ability to destroy buildings, we have had to, through scripting, place governments on behalf of the AI when it takes a province, and to 99% damage existing government buildings when the province is taken. It is considered an exploit (which we cannot prevent) for the player to utilize these existing government buildings. This, so far, is the only viable workaround to the problem which we have found, and we welcome suggestions on how to improve it..

Well why dont you make the last lvl of building tree unusable, instead of destroying of 99% -which can be repaired and exploited by the player, you can make top lvl unusable and via script every time the owner is changed upgrade to top lvl which has no benefits ,human player will destroy other govt either way to recoup the cash, and will be forced to do the same here also so he can use the benefit of the building offcourse.

With the AI you already placing govt via script so thats basically solved.
Only thing you need to do is to restrict the possibilities of that top lvl (like 'and building present type lvl minimum and not lvl maximum for wher ever you gonna put govt building as condition.:idea2:

Kull
06-07-2006, 00:30
Well why dont you make the last lvl of building tree unusable, instead of destroying of 99% -which can be repaired and exploited by the player, you can make top lvl unusable and via script every time the owner is changed upgrade to top lvl which has no benefits ,human player will destroy other govt either way to recoup the cash, and will be forced to do the same here also so he can use the benefit of the building offcourse.

With the AI you already placing govt via script so thats basically solved.
Only thing you need to do is to restrict the possibilities of that top lvl (like 'and building present type lvl minimum and not lvl maximum for wher ever you gonna put govt building as condition.:idea2:

That's not a solution - the problem isn't IN the Government Buildings, it's BECAUSE the government buildings are a pre-requisite for recruiting. The MIC is still the building where the recruitment occurs. And if you make the top level of a MIC unusable, you can't recruit ANYTHING from it. (Now we could eliminate the government preconditions, but then governments would make no difference at all in the game - you'd get exactly the same unit list no matter which govt you built. Blecch.)

And there isn't just one problem, there are two - and BOTH cause a CTD!

1) If the MIC can recruit more than 8 units, rightclicking on the MIC will cause a CTD.

2) If it can recruit 8 or fewer and you look in it to see what's recruitable and THEN right click on those recruitable units to check their stats, THAT will cause a CTD too.

So sure, we could release a mod and tell people to never look at the MICs they are building or if they do (and luck out with no CTD) be sure not to click on the unit list in the left hand pane. But is THAT what you expect from the "Best Mod Ever"? I didn't think so - and it's not acceptable to us either.

Now the good news. We have spent a lot of time (and major kudos here to blacksnail who has done most of the heavy lifting) developing a new recruiting model which looks almost EXACTLY like the old one. It even cures a few of the old exploits, like being able to build units using the 100% damaged foreign government building (pre-requisites still worked).