ATLANTISv2 atl-design-digest #32 From: csd@microplex.com (Christian Daudt) Date: Fri, 14 Jul 1995 00:00:00 +0000 This is kept by me (csd@microplex.com) If there are any problems, please tell me 'cause I normally don't have enough time to read them. If you want previous versions, they are available via WWW at http://www.microplex.com/~csd/atlantisv2/ ---------------------------------------------------------- From: tim.hruby@his.com (Tim Hruby) Date: Thu, 13 Jul 1995 17:58:55 Subject: Atlantis 2.0 factions Geoff said, in commentary on the faction numbers: > Faction type: Generic > Based on the low numbers here, it looks like these are mostly > starting factions, and there aren't many Generic factions that > are actually doing much. One suggestion I might make is that you allow people to play Generic factions for free in the commercial version. This is a more of a marketing rather than play-balance consideration. Think of it like the evolving shareware/registeredware concept. Generic factions are really the bastard stepchild of faction types, compared to anything even slightly more specialized, but they are functional enough to act as a free-taste of advertising for new players. This would allow people to play the game a little and see if they like it, but if they wanted to have any serious impact in the game, they'd have to "upgrade/register" and get the commercial version. I've seen this in at least one other PBeM game, and I think it could have a good deal of potential as a marketing strategy. It will have somewhat of an impact on the actaul play of the game, as there will be a number of people who will be content to run free Generic factions. Still, I'd argue that this would add to the game, as it would create an incentive for the creation of inter-player feudalism, since these 2 hex factions would probably need the protection of a paying player War faction overlord to ensure their security. Comments, anyone. ---------------------------------------------------------- Date: Thu, 13 Jul 95 14:38:36 PDT From: "GDUNBAR.US.ORACLE.COM" <GDUNBAR@us.oracle.com> Subject: Re: Atlantis 2.0 factions --Boundary-10193942-0-0 ]> Faction type: Generic ]> Based on the low numbers here, it looks like these are mostly ]> starting factions, and there aren't many Generic factions that ]> are actually doing much. ] ]One suggestion I might make is that you allow people to play Generic factions ]for free in the commercial version. Interesting. Of course, this begs for abuse in a number of ways. I'm pretty sure some people are playing multiple factions right now; one good thing about having people pay is that this doesn't happen as easily (it's easier to come up with 2 email accounts than 2 credit cards under different names). I guess some sort of "start-up" fee might help this. But that defeats the whole idea. Still, it's something to think about. Geoff --Boundary-10193942-0-0 X-Orcl-Content-Type: message/rfc822 Received: 13 Jul 1995 14:22:58 Sent: 13 Jul 1995 14:21:06 From:"Tim Hruby" <owner-atl-design@tango.rahul.net> To: atl-design@tango.rahul.net Subject: Atlantis 2.0 factions Reply-to: tim.hruby@his.com Geoff said, in commentary on the faction numbers: > Faction type: Generic > Based on the low numbers here, it looks like these are mostly > starting factions, and there aren't many Generic factions that > are actually doing much. One suggestion I might make is that you allow people to play Generic factions for free in the commercial version. This is a more of a marketing rather than play-balance consideration. Think of it like the evolving shareware/registeredware concept. Generic factions are really the bastard stepchild of faction types, compared to anything even slightly more specialized, but they are functional enough to act as a free-taste of advertising for new players. This would allow people to play the game a little and see if they like it, but if they wanted to have any serious impact in the game, they'd have to "upgrade/register" and get the commercial version. I've seen this in at least one other PBeM game, and I think it could have a good deal of potential as a marketing strategy. It will have somewhat of an impact on the actaul play of the game, as there will be a number of people who will be content to run free Generic factions. Still, I'd argue that this would add to the game, as it would create an incentive for the creation of inter-player feudalism, since these 2 hex factions would probably need the protection of a paying player War faction overlord to ensure their security. Comments, anyone. --Boundary-10193942-0-0-- ---------------------------------------------------------- Date: Thu, 13 Jul 95 13:59:41 PDT From: kbrors@mindscape.com Subject: Re[2]: Atlantis 2.0: Magic Improvements > SOmething I've seen in MUDs now and then is a braching > factor, where once you get good enough in the basic > foundation you can choose specialties to learn... MOre than > that though, I like the systems where the more you learn in > one area, the more time it takes to learn other areas. > > (ie: You can master one area, or be ok in multiple areas.) I don't like systems where you get stuck in one branch of specialization. I prefer the current type of system where you can learn everything but if you do that you will never learn those level 5 spells. This way the player decides how his mages will end up without the system deciding it (its more fun this way). To balance the high level spells make them take multi-turns to learn (like skills). If you are currently doing this ignore this comment. KB Sorry Jonathan for hitting you twice with this message ... I don't have a very good mail system. ---------------------------------------------------------- Date: Thu, 13 Jul 95 14:08:20 PDT From: kbrors@mindscape.com Subject: Re: Atlantis 2.0: Improvements for Trade > Here are some of the things I have planned to make trade > factions more interesting: > > 1) More plentiful trade items, and a reason to use them. > There will be new skills Farming and Ranching, to produce > the items grain and livestock. That makes the "Basic Trade > Items" (as I am thinking of them) Furs, Grain, Livestock, > and Fish. Basic, because they have no purpose other than > trade, and will be very plentiful. You could give these item purpose by letting 1 grain feed 5 people (or 10). If you don't have grain then you pay the $10. This way you keep the current system (simple) but give an advantage to the TRADE factions (and they can now feed their folks). > Plains will be more plentiful in the next version, and will > be the producers of grain and livestock. The population will > depend on the production of these items. Also, > villages/towns/cities (which will be locations, rather than > region types) will have their populations be heavily > dependent on the amount of basic items being sold there. I would make the increase in size one way ... that is up. It will get way too complicated if the pop centers are always going up AND down in size based on trade (it might create massive barren areas ... who does trade before the players get there?). Also have most areas have a trade item they will buy. That will give the trade factions someplace to sell without have to trek long distances to some big city. > When a village grows into a town, it will begin to have > demand for other items (iron, stone, horses, etc), and will > also begin to produce bows, swords, etc, for sale. > > When a town grows into a city, it will begin to sell, and > demand, "Advanced Trade Items". These will be more exotic > and rare items, that can be sold between cities for higher > profits. > > 2) More things to build: Roads, mines, quarries, horse > ranches, smithies, etc. These will _not_ be required for > production (that was a bad idea), but will rather increase > it. And roads, obviously, will speed movement. > > > So, between these 2, hopefully trade factions will have a > bit more to do, and also be more important. Woe to the War > faction who drives the traders out; he'll be left with empty > plains, and a bunch of low-tax villages. > > Geoff KB ---------------------------------------------------------- Date: Thu, 13 Jul 95 15:13:31 PDT From: "GDUNBAR.US.ORACLE.COM" <GDUNBAR@us.oracle.com> Subject: Atlantis 2.0: The Faction Type System OK, the last couple of posts have been to tell you what's in store. This one is to find out what you want. After we go through some discussion, I'll probably run a vote. The question at hand is the faction type system. The directions we can go are: 1) The current system. 2) Something like the current system, but a little more flexible, allowing factions to do more. What I had in mind was something like: You get 5 Faction Points. You can spend the points as follows: 1 point per mage. For trade or war, you get a number of regions according to the number of points you spend: points regions ------ ------- 1 2 2 5 3 10 4 25 5 100 3) Another, faction point for skills system. In this one, you get 10 faction points (or so). 1 faction point per mage. For all the rest of your units, you may learn skills at 1 skill per faction point. 4) "Screw it, I want it all." No limits, except a limit of 5 mages per faction. (This is the Atlantis 1 system). 5) OK, one last variation. This one's sorta like Olympia. No restrictions on trade or taxing. 5 mages per faction. However: leaders are no longer permitted to produce or tax (and possibly pay 0 maintenance?). Only regular units are allowed to do those. You are only allowed 10 regular units. At the same time, you can create a garrison, or a production unit. These do not count against your number of regular units. However, you don't have control over them; all they do is sit there and tax (or produce), and fight for you, if it comes to that. (Note that Trade should have much more ability to produce and make money with the new economic system.) Comments? Questions? Geoff ---------------------------------------------------------- From: Mike Inman <nims@cris.com> Date: Thu, 13 Jul 95 18:09:27 -400 Subject: Helping Trade Factions I have been giving some thought as to how to give Trade a chance against War, and I think I've come up with a workable solution... Simply put: Ally the peasants in a region with the Trade faction. So, if a war faction wants to bully the Trade faction, they will have to expend enough resources to overcome all the peasants as well, and after the battle, if they have wiped out most of the peasants, the region will have very little TAX income left, sort of a double edged sword. There would have to be a provision for the slaughtered peasants to "grow back" after maybe two years, but make it a significant bite out of the short-medium term TAX income. The above is an over-simplified statement of my idea, a more complete (but probably rambling and confusing) description follows: Each faction would develop a "charisma" rating based on their historical actions. This might be a number 0-100 that starts at 50, or perhaps at different values for different faction types. Some things (Pillaging, Taxing, Losing battles, etc.) would have a negative impact on charisma, where other things (Produce, Guarding a Region, Selling items to market, etc.) would have a positive impact. There are various ways to handle this, but basically, working Trade factions should get better charisma ratings than working War factions, especially brutal War factions. When a battle is brewing in a region, each side would get a collective charisma rating (an average of all the factions on a given side, weighted by the number of men in each faction), and if one side out charismas the other by say 25, then the natives will side with the nice guys. Many other things could play into this, most notably, the race of the men involved. A faction might develop a separate charisma rating for each race, so if they pillage a village of vikings, the darkmen might not care so much, but all vikings will become their enemies. Also, if a faction's force consists mostly of Sea Elves, Sea Elves might like them better while Nomads like them less, regardless of their history. Finally, of course, mages could cast spells to improve charisma ratings, but I'd like to be careful to not make the mages powerful enough to let a War & Magic alliance come along and out-charisma a pure Trade faction. Limiting the rating to 0-100 would mean that if a faction achieves a rating of 75, they can be sure that the natives will never side against them, while if they are below 25, the natives will never side with them. My experience has been that fellow players have no respect for anything but your combat potential, so giving "nice guys" these allies should keep the war factions at bay, and if the War factions say F--- you and wipe out the natives, they'll be in a much worse situation than if they had pillaged the region. On a side note, the Guardsmen could have a stable charisma rating of 75, so that a War faction would have to pussyfoot around without pillaging the lands of the race that lives in a city to avoid having the peasants in the city ally with the guardsmen. This makes it even harder to take a city, but I believe that cities are turning out to be a little too easy and simple to capture anyway. Any comments? Mike Inman nims@cris.com ---------------------------------------------------------- Date: Thu, 13 Jul 1995 19:03:19 -0400 From: Greg Lindahl <gl8f@fermi.clas.virginia.edu> Subject: Re: Atlantis 2.0: The Faction Type System > 5) OK, one last variation. This one's sorta like Olympia. No > restrictions on trade or taxing. 5 mages per faction. > > However: leaders are no longer permitted to produce or tax > (and possibly pay 0 maintenance?). Only regular units are > allowed to do those. You are only allowed 10 regular units. > > At the same time, you can create a garrison, or a production > unit. These do not count against your number of regular units. > However, you don't have control over them; all they do is > sit there and tax (or produce), and fight for you, if it comes > to that. I'd like to make a few comments about plan 5. The goal of plan 5 is to dramatically reduce the number of orders and units that a player has, without reducing the fun. In this scheme, you're allowed to have 10 mobile "army" units, and all other units are single guys. This naturally gives a similar limit to current war factions -- 10 mobile units can only guard so many garrisons, so maybe you'd be able to control 100 hexes, probably fewer. -- greg p.s. Note that I'm not on the design mailing list, so if you have any comments specifically about plan 5, please CC me. ---------------------------------------------------------- Subject: Food for thought Date: Thu, 13 Jul 1995 16:30:16 -0700 From: Anson Winsor <apwinsor@span.CS.UNLV.EDU> Now this is a good aspect. As long as trade depend on war to stay alive--even for food that trade should be able to produce by themselves, then war will always be a faction type that has an advantage. But swords are actually an advantage over food anyday. Food should enable units to keep from starving. Not but new ones, pay for studying, but to keep from starving. ------- Forwarded Message Received: from tango.rahul.net by JIMI.CS.UNLV.EDU id aa06073; 13 Jul 95 12:15 PDT Received: by tango.rahul.net id AA21425 (5.67b8/IDA-1.5 for real-atl-design); Thu, 13 Jul 1995 12:04:15 -0700 Received: from minerva.cis.yale.edu by tango.rahul.net with SMTP id AA21417 (5.67b8/IDA-1.5 for <atl-design@tango.rahul.net>); Thu, 13 Jul 1995 12:04:13 -0700 Received: from morpheus.cis.yale.edu (morpheus) by minerva.cis.yale.edu with SMTP id AA23367 (5.67a/IDA-1.5 for <atl-design@tango.rahul.net>); Thu, 13 Jul 1995 15:04:09 -0400 Received: by morpheus.cis.yale.edu id AA06229 (5.67a/IDA-1.5); Thu, 13 Jul 1995 15:04:06 -0400 Date: Thu, 13 Jul 1995 15:04:06 -0400 (EDT) From: "Joshua Mosher (JE 1996)" <mosherj@minerva.cis.yale.edu> X-Sender: mosherj@morpheus To: "GDUNBAR.US.ORACLE.COM" <GDUNBAR@us.oracle.com> Cc: atl-design@tango.rahul.net Subject: Re: Atlantis 2.0: Improvements for Trade In-Reply-To: <9507131825.AA06990@prodpyr2.us.oracle.com> Message-Id: <Pine.SOL.3.91.950713150148.5293E-100000@morpheus> Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII On Thu, 13 Jul 1995, GDUNBAR.US.ORACLE.COM wrote: > > --Boundary-11486924-0-0 > > I like the silver=maintenance idea. I don't think worrying > about food supplies would be many players idea of "fun", so > probably nothing like this will happen. > > Geoff I always thought it was nice to keep it simple, but it might be nice to require something for survival that a full war faction cannot provide. The huge advantage of the War faction is simply that money is the root of everything in Atlantis, and taxation is the best way to get it. If we make something else also required, they are more limited. Josh ------- End of Forwarded Message ---------------------------------------------------------- From: tim.hruby@his.com Date: Thu, 13 Jul 95 19:54:32 Subject: FOOD FOR THOUGHT > I like the silver=maintenance idea. I don't think worrying about food > supplies would be many players idea of "fun", so probably nothing like > this will happen. > > Geoff I've said as much in my other post in support of the idea of allowing food to be a replacement for maintenance silver, but let me state it explicitly here. Silver=maintenance allows _War_ factions to not have to worry about supplies, but _does_ make Trade factions have to worry about supplies, since it is a big logistical hassle to turn products into silver, requiring product couriers to market and money couriers back. An either/or system (silver or food) would do much to lessen this "unfun" logistical burden on Trade factions, while not adding any burden to War factions. ---------------------------------------------------------- From: tim.hruby@his.com Date: Thu, 13 Jul 95 19:45:13 Subject: HELPING TRADE FACTIONS > I have been giving some thought as to how to give Trade a chance against > War, and I think I've come up with a workable solution... > > Simply put: Ally the peasants in a region with the Trade faction. > > So, if a war faction wants to bully the Trade faction, they will have to > expend enough resources to overcome all the peasants as well, and after > the battle, if they have wiped out most of the peasants, the region will > have very little TAX income left, sort of a double edged sword. There > would have to be a provision for the slaughtered peasants to "grow back" > after maybe two years, but make it a significant bite out of the > short-medium term TAX income. [etc.] I don't think the problem is that War factions have an advantage in taking out Trade factions through the use of military force -- War factions _should_ be better at the use of force than Trade factions. The problem is that War factions probably don't need Trade factions as much as Trade factions need War factions (though even this is matter of dispute). Therefore, I think the answer lies in the ay the discussion has been going, namely, to make Trade factions more important to the economy, rather than more powerful militarily. Just my opinion, YMMV. ---------------------------------------------------------- From: tim.hruby@his.com Date: Thu, 13 Jul 95 20:13:15 Subject: ATLANTIS 2.0: THE FACTION T > 1) The current system. > > 2) Something like the current system, but a little more flexible, > allowing factions to do more. What I had in mind was something like: > > You get 5 Faction Points. You can spend the points as follows: > > 1 point per mage. > > For trade or war, you get a number of regions according to the number of > points you spend: > > points regions > ------ ------- > 1 2 > 2 5 > 3 10 > 4 25 > 5 100 This is preferable to [1] if for no other reason then that it continues the current system, but gives players a little more freedom to tweak their factions to suit their vision. > 3) Another, faction point for skills system. In this one, you get 10 > faction points (or so). 1 faction point per mage. For all the rest of > your units, you may learn skills at 1 skill per faction point. I'm not so sure I like this, as it eliminates a lot of the diversity among factions, and hence the need to cooperate. I imagine this system would lead to most factions looking very similar (e.g., combat, a bow skill, tactics, 3-5 production skills depending on held terrain, and 2-4 mages). > 4) "Screw it, I want it all." No limits, except a limit of 5 mages per > faction. (This is the Atlantis 1 system). Same objections as above. > 5) OK, one last variation. This one's sorta like Olympia. No restrictions > on trade or taxing. 5 mages per faction. > > However: leaders are no longer permitted to produce or tax (and possibly > pay 0 maintenance?). Only regular units are allowed to do those. You are > only allowed 10 regular units. > > At the same time, you can create a garrison, or a production unit. These > do not count against your number of regular units. However, you don't > have control over them; all they do is sit there and tax (or produce), > and fight for you, if it comes to that. Greg's comments about this being designed to reduce workload seem about right for the impact this could have. For that reason alone, it has potential. Here's a slight variation: You are only allowed to issue x orders per turn (say, ten, or even better 15-# of mages). But there would be a few new orders, standing orders, which act a lot like the current flags. Once a unit has been given a standing order (autotax, autoproduce y, autostudy z, autogive surplus silver/product to another unit (need this one to allow production chains, like iron-sword)), it will continue to do that until it recieves a new order. This allows you a little more flexibilty to activate, dismantle and/or move a garrison if the need arises. ---------------------------------------------------------- Date: Thu, 13 Jul 95 17:19:07 PDT From: "GDUNBAR.US.ORACLE.COM" <GDUNBAR@us.oracle.com> Subject: Re: FOOD FOR THOUGHT --Boundary-11499145-0-0 Many good points being made here. However, I still maintain that the items should be worth more as trade items than as food. Otherwise, we are basically giving the trade factions the ability to "PRODUCE SILVER", and no reason to sell it. And that it, after all, the point of a trade faction. So, the food items will probably have a market value of something like twice their food value. But I think allowing it to be used as food makes sense. Geoff --Boundary-11499145-0-0 X-Orcl-Content-Type: message/rfc822 Received: 13 Jul 1995 17:06:29 Sent: 13 Jul 1995 17:06:21 From:"owner-atl-design@tango.rahul.net" <owner-atl-design@tango.rahul.net> To: atl-design@tango.rahul.net Subject: FOOD FOR THOUGHT Reply-to: owner-atl-design@tango.rahul.net X-Orcl-Application: Organization: Heller Information Services, Inc. X-Orcl-Application: X-Mailer: TBBS/PIMP v3.35 > I like the silver=maintenance idea. I don't think worrying about food > supplies would be many players idea of "fun", so probably nothing like > this will happen. > > Geoff I've said as much in my other post in support of the idea of allowing food to be a replacement for maintenance silver, but let me state it explicitly here. Silver=maintenance allows _War_ factions to not have to worry about supplies, but _does_ make Trade factions have to worry about supplies, since it is a big logistical hassle to turn products into silver, requiring product couriers to market and money couriers back. An either/or system (silver or food) would do much to lessen this "unfun" logistical burden on Trade factions, while not adding any burden to War factions. --Boundary-11499145-0-0-- ---------------------------------------------------------- From: Mark Keen <mark@keen.demon.co.uk> Date: Fri, 14 Jul 1995 00:13:03 +0000 Subject: RE: ATLANTIS 2.0 > John Bollinger writes: > > Geoff said: > > >I like the silver=maintenance idea. I don't think worrying > > >about food supplies would be many players idea of "fun", so > > >probably nothing like this will happen. > > > > What about allowing grain, etc. to _substitute_ for > > maintenance costs, if they are available. The rate could be > > something like 1 <item> covers one man's maintenance for one > > turn. In other words, goods or silver = maintenance. > > The advantages would be several: > > > > a) Trade factions could start much more quickly, because they > > could produce maintenance from the land. > > > > b) Trade would not be stifled, however, because trade factions > > would get more money by selling the items than they saved by > > eating them. They would still need money to buy men or items, > > and to study. > > > > c) Another balance would be set up, for trade items not sold would > > not go to increasing the region's population. > > > > d) It adds flexibility, rather than headaches, for the players. > > > > e) It would provide an excellent way to feed people at sea. > > To the extent that votes matter, I think this would be a great improvement, as > it would allow Trade factions to be just a little more self-sufficient. Since > Trade factions don't produce silver, it really is quite a hassle to ensure that > all of your units have adequate maintenance in silver. I think is important not to make Trade TOO independant. The current situation might seem imbalanced toward War, but the good War player realises that he needs Trade just as much as Trade needs him. In the scenario suggested above, Trade could develop it's own massive armies, feed them with crops, and have no need of War at all. In fact War might be out in the cold, having no-one to produce for them. Regards Mark ---------------------------------------------------------- From: Mark Keen <mark@keen.demon.co.uk> Date: Fri, 14 Jul 1995 00:05:22 +0000 Subject: Atlantis 2.0 - Improvement for Trade > > 2) More things to build: Roads, mines, quarries, horse ranches, smithies, > > etc. These will _not_ be required for production (that was a bad idea), > > but will rather increase it. And roads, obviously, will speed movement. > I would add to this the possibility of reclamation projects. I > would not start with more plains hexes then now, but I would make > it possible for Trade factions do build things like dams and > irrigation projects to drain swampland and irrigate desert hexes, > thus effectively turning them into plains. These would be fairly > massive projects, but should be balanced to have a decent > _long-term_ payoff, in that they would result in more Basic Trade > items producable, and thus more civilzation. Of course, such > projects can be destroyed by raiders, returning the region to it's > pre-existing state. This is all starting to sound dangerously close to the computer game Civillization. It's a great game, but might not there be some breach of copyright? Just asking... Regards Mark ---------------------------------------------------------- From: tim.hruby@his.com Date: Thu, 13 Jul 95 22:03:36 Subject: ATLANTIS 2.0 - IMPROVEMENT > This is all starting to sound dangerously close to the computer game > Civillization. It's a great game, but might not there be some breach of > copyright? Just asking... You can't copyright an idea, only its expression. So as long as the Atlantis rules are not derivative of Civilization's _mechanics_ (mechanics being the key word, since the mechanics are the publisher's expression of the idea) there's no copyright violation. And with Civilization being a commercial piece of software I don't imagine we can even find out what the mechanics are, since the code is probably not available. And anyway the idea of land reclamation dates back to the Ancient World, not the publishers of Civilization (and since I've never actually played the computer game, I can also say that I didn't steal the idea from them). For example, the massive irrigation works around the Nile allowed much of the Egyptian desert to become fertile cropland, and made Egypt the rich and powerful country in was in ancient times. Or the fact that much of Medieval England and the Netherlands was swampland (or actually underwater), and the massive reclamation projects that took place in the Middle Ages laid the basis for much of the economic growth that transpired in these lands. So, in brief: No, I don't think there's a copyright problem. Up