Thu Feb 08, 2007 10:47 pm
I thought a bit about how to remake GI on the AGE (turn-based) engine, or actually any turn based game with large periods of time.
The main problem is time. Great Invasions scenarii span over hundreds and hundreds years. On another hand, we don't really want a turn to be too long. 1 month could be ok, too month would handicap diplomacy negociations, 6 month or more would be way too much regarding to unit movements. In 6 month they could perform many operations, and giving only one order would be waste. Giving a set of orders would be quite complex and inappropriate in some situations.
The idea would be : the player no longer controls directly every move, but can only set up objectives, things to do, things to avoid, who should do it, but it would be the engine that decides which unit move, and how they'd move. Based on the context, the leaders attributes, and many factors, units would be on their own. This would actually be a bit reallistic in the way that things are decided by the leading people on the field.
The key would be to avoid too much player frustration, the engine should be fine tuned to resolve objectives accurately. The engine can also give feedback about the possibilities of success (mixed with leaders personality and judgement).
Examples :
I set up as an objective for an army to invade multiple lands (with optional priorities).
I can tell another army to defend my core territories (I colorize the territories in the interface).
I give a high priority on offense, so that if no one is in sight around, my defending army will help the attacking one because it is not too far, and defense priority is low.
I give my attacking army 2 stratagems (the leader will try to use it if needed).
I set up default objectives for any new unit appearing in my horde.
Insta-diplomacy :
In solo games, there is no problem for managing diplomacy since the IA can negociated immediately, even in the middle of a turn.
1/ In multi-player, because of lengthy turns (6 monthes or 1 year), it is best if people can negociate right away as in solo. Players have to agree by contacting each other outside the game, they have to define the precise conditions for their negociations. Then both of them will put those details in the game (for both sides). When the turn is computed (hosted), if the conditions match, the agreement is concluded directly. It is a one turn negociation resolution.
2/ 2nd proposition : the game manages extra turns (fake turns) for diplomacy negociations exclusively. The agreement will take place on the begining of the turn resolution (so people should not plan invasion while negociating peace, or the order won't be followed at resolution).
The engine would be able to replay the turn resolution, in a slow pace.
This is just the main idea...