- Putting a cap on the maximum gain provided by dispatch missions may also be reasonable. But I'd want to see it work out first.
I sort of like a version of this as a way to both have nonlinear large-scale changes but also make every change locally linear. For example, lets say you break down the RCI into a bunch of sub-items. You have 5 negative sub-items that can each be 'worth' up to -20 and 5 positive subitems that can each be 'worth' up to +20.
Any given action of the player or planetary AI would influence these particular sub-items. When you max out a sub-item, the option to push it further goes away. So you know that +1 RCI is always +1 RCI, but you can only push it by 20 points before you have to use a different method. The different sub-items might grow or shrink at different rates when you push them, so that implements the effective nonlinearity.
For example, lets say we have some Environment factors like:
- Recent Nuclear fallout (0 to -20): Repairing occurs at +0.5/month, bombing inflicts a -10 in this category, no worsening action available.
- Global Warming (0 to -20): Repairing occurs at +0.2/month, worsening actions occur at +0.5/month
- Recycling Programs (0 to +20): Improving occurs at +1/month, worsening actions occur at -1/month.
- Terraforming Initiative (-20 to +20): Improving occurs at +0.1/month, worsening actions occur at -0.1/month.
That gives you predictable response, 'you get what it tells you', 'the same action always changes things by the same amount', and also captures the kind of nonlinearity that I've been aiming at.
You can quickly push the RCI around, but when you want to go to the extreme ends everything slows down because there are fewer actions left that can improve/worsen the situation further.
- Isn't the difference between 1,2, & 3 simply the relative size of the effect of the event?
Not at all, it has to do with the timescale that it takes to overcome the event. For example, lets say a disaster strikes in each of the three models that decreases the Economy RCI by 90 points.
Case #1: The effect lasts for, say, a year and then goes away, leaving untouched whatever slow permanent improvements you've been making to the Economy: the disaster is a temporary debuff. Assuming no player involvement, then if you look at the RCI before the disaster and the RCI ten years later, they'll be roughly the same (assuming no tech development, other events, buildings, etc).
Case #2: The effect lasts for a year and then either goes away if you've responded to it and dealt with the problems, or becomes permanent/semi-permanent if you have not. If you deal with it, then two years after the disaster the planet's Economy will be back to where it was before the disaster. If you fail to deal with it, then ten years after the disaster the planet's Economy will still be below what it was before the disaster (assuming no tech development, other events, buildings, etc)
Case #3: The effect lasts for a year, after which it has made a significant change to the planet's Economic RCI, such that more or less no matter what the player does, if you look at it 10 years later then the Economic RCI will be lower than it would have been if the disaster had not occurred.
- Baseline in the sense that you are using it, only is meaningful if there is pressure to return to the baseline. Otherwise it is just a point on the scale. I don't think that a fixed baseline is necessary at this juncture. I believe the majority of the work in improving the mechanic can be focused on relative gain balancing and one-time and recurring RCI changes.
I disagree with this.
- I'd need to see your definition of unstable.
- I do believe the system should push towards positive infinity, being either capped by limiting time, the scale of the additions, or via sigmoidal or log scaling.
- I point to the GNP link I posted earlier as validation, compared to the past, humans production levels continue to rise, perhaps to infinity.
This is in fact my definition of 'unstable' - if you go to infinite time and the system's variables go to infinity. As far as realism, that not really relevant if it leads to bad gameplay. I'd be willing to debate the realism, but I feel like it'd be a monumental and pointless distraction and this thread is already quite scrambled.
Things that grow exponentially have a number of bad characteristics when it comes to delivering a consistent gameplay experience. Exponentials are controlled so strongly by differences in growth rate combined with differences in starting point (when there's non-linear coupling) that often you lose the game before you realize you're playing. Also, once things get underway, the conclusion becomes obvious long before you're actually done playing the game, so you're forced to slog through a 'conquer the rest of the map' stage where you can't lose, but you haven't performed the keystrokes necessary to confirm the win yet. Just look at all the work Civilization has to do to prevent the 'smallpox' strategy from dominating the game (the strategy of settling new cities as quickly as you can produce settlers during the early game). They use all sorts of nonlinear effects like unrest scaling with city count, culture costs increasing with city count, etc in order to suppress that exponential curve.