I'm currently in the process of designing my own 4X game (Galciv, Master of Orion series, etc).
The end product is to encompass more logistic than warfare, and as a result, I'm faced with the concept of what kind of economy I want to lay down, and how complex it should be.
I've already discarded all abstracted models (Galciv and Master of Orion for example) because they do not emphasize enough on micro-management of resources. I've been looking at a few examples such as Star Knights, and of course, VGA Planets.
VGA PLANETS
On the one hand, VGA Planets uses a very simplistic system based on 4 resources. You mine planets dry, carry the resources you need to your base, and build the components you need.
The resources are as follows:
Neutronium - Fuel (a consumable resource you load onto constructed ship to travel distances).
Tritanium - Mineral employed to build most ships
Duranium - Mineral employed in armors (armored ships) and starbase construction
Molybdenum - Rare superconductive mineral employed for high power / high tech component. Generally speaking, the higher tech the component is, the more Molybdenum it requires, in which case it essentially plays the same role as the Vespene gas in Starcraft.
The idea is that, in varying degrees, you need all of these for your empire to run, and you should avoid a shortage of any given mineral, or else, risk annihilation. In fact, if you're out of Tritanium for instance, it might actually be worthwhile to colonize an otherwise worthless planet that has 'scarce and rare amounts of Tritanium'. It could, in the end, give you that one shipment you need to complete the construction of a large freighter and continue your expanse to the next 'gold mine' planet.
The Pro here is that its relatively easy to manage: you need all of them, the more the better. When you see a number going down, you just keep on the lookout for that specific resource and shift your attention to planets that could give a better output of that resource and invest your supplies there to build more mines. Straightforward and simple.
The Con here is that resources matter more or less. Fuel certainly does, but everything else if a bit bland. Also, it assumes that once you've unearthed the minerals, they are instantly refined and usable. I feel it really takes one layer away from the importance of a strong economy. You essentially have two types of planets: colonies that serve as mining operations, and colonies that serve as 'assembling stations' where you turn these minerals into ships, fully equiped with top of the notch equipment.
This gives the player little reason to spread out or invest massively on the outskirts of his empire unless there is a very rich planet.
While it *works* I feel there is something missing. If you look at VGA Planet 4 (which I haven't played) I know they've brought the idea of refining the minerals. For example, you mine 'ores' which you need to process to actual minerals and then use. It only adds a linear layer (Duranium ore becomes Duranium mineral) but it feels like it adds a little depht. Depending on how this is achieve, you could have planets that specialize into being 'refineries'. Say you've colonized a cluster of 9 planets, there could be 8 mining operations, and one central refinery. Small freighters would bring resources from the mines to the refinery, and a larger freighter would make a convoy to your base. This adds a bit more depth, but it doesn't change the relationship the player has with each mineral type.
STAR KNIGHTS
Star Knights is an altogether different story.
It uses a system where resources are gathered, and then mixed-and-matched into various second-level resources, which in turn are used to produce components, which are part of ship-building.
Here is the breakdown of the resources:
GE Oxide
AI Oxide
Iron
Titanium
Coal
Silicon
Germanium
Gold
Pretroleum
Uranium
Hydrogen
Each of these resources can only be found on certain planet types (iron is generally common to nearly all types, but wetlands are primary sources of GE and AI Oxide, whereas Rock planets are good for gold, etc).
This first layer already forces the player to control different planets, not based on their inherent richness, but on the resources they can produce.
Through various means, the player is able to use the previous resources to assemble into other resources which are generally not naturally found on a planet:
Steel (Iron+Coal assembled at a Foundry with energy)
Aluminum (AI Oxide processed at an electrolysisPlant with a lot of energy)
Germanium (GE Oxide processed at an electrolysis Plant with a lot of energy)
Advanced Chip (Silicon, Germanium, Gold & Energy at an Electronic Plant)
Carbon Fiber (Coal, at a chemistry plant, with some energy)
Electronic Chip (Silicon + Gold with energy at an electronic plant)
Polymer (with Petroleum at a chemistry plant)
Explosives (with Petroleum at a chemistry plant)
Plutonium (using Uranium at a nuclear plant)
SupraConductor (using Titanium and Iron at a Foundry with a lot of energy)
Then, pushing this even further, it is possible to assemble other resources from the previous:
Buiding Structures units (Steel + Aluminum at a Factory)
Ship Structures units (Advanced chips + aluminum + Carbon fiber at a factory)
Component Structures (Carbon Fiber + Electronic Chips at a Factory)
Nanostructures (Polymer at a XMatter Lab)
Powercell (Polymer + Plutonium at an electronic plant)
Anti-matter (Hydrogen at an XMatter Lab)
Magnetic Cell (Supraconductor at an XMatter Lab)
and these components are then used to produce actual ship parts such as follows:
Magnetic cells are used in warpdrives
Anti-matter is used in shields
Power-cells are used in drives
Nanostructures and explosives in missiles
Crystal and diamond is used in lasers
ETC
The economy is thus core to this game. It is actually impossible to expand your fleet without controlling at least a dozen well developed planets, and the delivery of components across all planets can become a pain, but it IS fun, if not perhaps a bit too limiting.
The PRO here is that it adds for a layered economy, not only because you need all the resources, but because not every factory type can be built anywhere. You end up having many planets, of different types, scattered across the universe, just so you can supply your factories will all of the necessary components. The thought pattern for problem solving is actually straightforwards: If I'm lacking Component Structures to do what I want, then I need to look at a planet that produces Component structures and see why. Then I will see there may be a shortage of Carbon fiber. So I need to check places that are set to build carbon fibers, and see whether the problem is that I don't have enough places building carbon fibers, or if there is a shortage down below.
As Carbon fiber production depends solely on Coal and the amount of chemistry plant used to produce it, it can be either that I don't have enough coal-producing planets, or too few chemistry labs producing carbon fiber, etc. The end-result is generally fairly simple: I need a desert planet (a planet type generally rich in coal) is a very simple answer to an otherwise complex problem.
The CON here is that this system feels A - too complex and B - too artificial
A - While it is straightforward to identify the problem, it takes time, and you can't help but feel this system could've been simplified.
B - While the need for 'a desert planet' feels straightforwards, it eliminates the 'omphf' moment when scanning a planet for mineral and realizing this planet solves you problem. It also insures some combinations will never happen: I'll never luckily stumble on a planet that could, theoretically, produce carbon fiber on its own (have coal, ability to build a chemistry plant, etc). It takes away from the player's choice because of issue A.
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What I'm looking is for a way to be in-between, that is, take advantage of a layered economy, but without it becoming too complex that I need to set arbitrary rules for the players not to get lost.
How many 'basic resources' and 'secondary' resources should there be before actually building components and ship hulls? I'm really looking for numbers/boundaries here so I can better adjust this design to a level that its both interesting but still fun and opened to creativity.
For flavor purposes, the idea of 'refining' appears to me less interesting than the idea of mixing resources to form 2nd level resources which resonate more with their purpose.
Thanks for reading this far if you did!
