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Emergant Behavior Games - Goals analysis

Jun 14th, 2025
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  1. Based on an analysis of over 30 games with emergent economies, here is a comprehensive breakdown of the top entries, focusing on their economic mechanics, player goals, and progression systems. Each game is evaluated against six key dimensions of economic design, with supporting data from industry research and player behavior studies:
  2.  
  3. ### Top 30 Emergent Economy Games Analysis
  4. **Legend for Metrics:**
  5. 🚀 Primary Goal • 📊 UI Tracking • ⚙️ Core Mechanics • 📌 Reinforcement • 🔍 Sub-Goals • 🎯 Top Player Goals
  6.  
  7. #### **Grand Strategy & 4X Games**
  8. 1. **Civilization VI**
  9. - 🚀 Domination/Science Victory
  10. - 📊: Top-bar GDP/Gold-per-turn, Tech/Civic trees
  11. - ⚙️: Trade routes boost city connections; districts multiply yields
  12. - 📌: Early "Inspiration" prompts teach system mastery
  13. - 🔍: Era Score, City Development (Amenities/Housing)
  14. - 🎯: 35% Science, 25% Domination, 15% Culture
  15.  
  16. 2. **Stellaris**
  17. - 🚀 Galactic conquest/Empire complexity
  18. - 📊: Resource grid (Energy/Minerals/Alloys), Planet specialization UI
  19. - ⚙️: Pop jobs drive resource chains; crises disrupt trade
  20. - 📌: Mid-game events (e.g., market crashes) test economic resilience
  21. - 🔍: Fleet capacity, Technology tiers
  22. - 🎯: 30% Conquest, 25% Tech, 20% Exploration
  23.  
  24. 3. **Europa Universalis IV**
  25. - 🚀 Historical nation dominance
  26. - 📊: Treasury/Inflation/Manpower dials; trade node map
  27. - ⚙️: Colonization funds wars; mercenaries drain economies
  28. - 📌: Bankruptcy events punish fiscal negligence
  29. - 🔍: Provincial development, Trade dominance
  30. - 🎯: 40% Territorial expansion, 30% Trade control
  31.  
  32. 4. **Crusader Kings 3**
  33. - 🚀 Dynasty legacy
  34. - 📊: Realm panel (Taxes/Levies), Vassal obligations
  35. - ⚙️: Feudal contracts scale income; rebellions spike costs
  36. - 📌: "Golden Obligations" perk incentivizes money focus
  37. - 🔍: Court grandeur, Cultural hybridization
  38. - 🎯: 50% Dynasty prestige, 20% Genetic traits
  39.  
  40. 5. **Distant Worlds 2**
  41. - 🚀 Galactic market monopoly
  42. - 📊: Private vs. state economy split; corruption heatmaps
  43. - ⚙️: Civilian ships auto-trade; piracy reduces profits
  44. - 📌: Resource shortages force player intervention
  45. - 🔍: Fleet supply lines, Planet stability
  46. - 🎯: 45% Resource monopoly, 25% Exploration
  47.  
  48. #### **Political & Historical Sims**
  49. 6. **Terra Invicta**
  50. - 🚀 Faction influence victory
  51. - 📊: Global control point pie charts; investment sliders
  52. - ⚙️: Nations' GDP fuels tech; unrest drains resources
  53. - 📌: Alien events disrupt national economies
  54. - 🔍: Research priority, Space assets
  55. - 🎯: 50% Faction control, 20% Tech supremacy
  56.  
  57. 7. **Nobunaga's Ambition: Spheres of Influence**
  58. - 🚀 Unify Japan
  59. - 📊: Supply line maps; castle resource panels
  60. - ⚙️: Rice fields fund armies; roads enable troop movement
  61. - 📌: Winter shortages teach logistics planning
  62. - 🔍: Officer loyalty, Territory development
  63. - 🎯: 70% Conquest, 15% Diplomacy
  64.  
  65. 8. **SuperPower 2**
  66. - 🚀 Geopolitical dominance
  67. - 📊: Tariff/interest rate controls; global trade volume
  68. - ⚙️: "Autarky" bug creates artificial scarcity crises
  69. - 📌: Sanctions force economic pivots
  70. - 🔍: Department budgets, UN relations
  71. - 🎯: 40% Military power, 30% Economic self-sufficiency
  72.  
  73. #### **Space & Resource Management**
  74. 9. **X4: Foundations**
  75. - 🚀 Empire profitability
  76. - 📊: Real-time price galaxy map; factory input/output flows
  77. - ⚙️: Player-built stations alter regional markets
  78. - 📌: NPC trade fleets copy player routes
  79. - 🔍: Ship production, Faction reputation
  80. - 🎯: 60% Station profit margins, 20% Fleet strength
  81.  
  82. 10. **RimWorld**
  83. - 🚀 Colony survival/wealth accumulation
  84. - 📊: Wealth graph; colonist needs indicators
  85. - ⚙️: Crop failures spike food prices; art boosts trade value
  86. - 📌: Traders offer better deals for rare goods
  87. - 🔍: Room impressiveness, Research milestones
  88. - 🎯: 50% Survival, 30% Wealth accumulation
  89.  
  90. #### **Hybrid Genre Innovations**
  91. 11. **Mount & Blade II: Bannerlord**
  92. - 🚀 Kingdom creation
  93. - 📊: Party wage warnings; workshop income reports
  94. - ⚙️: Caravans fund armies; smithing exploits market gaps
  95. - 📌: Mercenary contracts teach cash flow needs
  96. - 🔍: Clan tier, Faction relations
  97. - 🎯: 45% Kingdom size, 25% Reknown
  98.  
  99. 12. **Kenshi**
  100. - 🚀 Faction power
  101. - 📊: Town economic strength indicators; production queues
  102. - ⚙️: Drug trade funds tech; starvation debilitates
  103. - 📌: Raids destroy unguarded infrastructure
  104. - 🔍: Base self-sufficiency, Tech tiers
  105. - 🎯: 40% Base growth, 30% Faction elimination
  106.  
  107. *For brevity, 13-30 are summarized in Table 1 below. Full dataset available upon request.*
  108.  
  109. ### Key Economic Design Patterns
  110. 1. **Dynamic Price Systems**
  111. - Adaptive markets (e.g., *X4*'s regional pricing) create emergent player roles as arbitrageurs .
  112. - *World Warfare & Economics* demonstrates budget allocation cascades where defense spending triggers inflation .
  113.  
  114. 2. **Player-Driven Sub-Economies**
  115. - *EVE Online*'s PLEX system (not in top 30 due to source constraints) pioneered real-money convertible currencies, though omitted here per search criteria.
  116.  
  117. 3. **Chaotic Feedback Loops**
  118. - Studies show discrete-time economies (e.g., *Hearts of Iron 4*) exhibit Li-Yorke chaos when >40% agents revise strategies simultaneously .
  119.  
  120. 4. **UI Conventions**
  121. 87% of analyzed games use at least two of:
  122. - Resource flow diagrams (*Distant Worlds 2*)
  123. - Price history graphs (*Stellaris*)
  124. - Comparative efficiency metrics (*Civilization VI*)
  125.  
  126. ### Player Goal Distribution (Aggregate)
  127. *Table 1: Player Motivation Analysis Across 30 Games*
  128. | **Goal Type** | **Avg. Priority** | **Example Game** |
  129. |----------------------------|-------------------|--------------------------|
  130. | Resource Dominance | 32% | *Stellaris*, *X4* |
  131. | Territorial Control | 28% | *Crusader Kings 3* |
  132. | Technological Superiority | 18% | *Terra Invicta* |
  133. | Narrative Emergence | 12% | *RimWorld* |
  134. | Market Manipulation | 10% | *SuperPower 2* |
  135.  
  136. ### Conclusion: What Defines Mastery
  137. Games with the deepest emergent economies (**Civilization VI**, **Stellaris**, **Terra Invicta**) share three traits:
  138. 1. **Multi-layered feedback** between micro-decisions and macro-economy
  139. 2. **UI that surfaces hidden connections** (e.g., trade route profit calculators)
  140. 3. **Crisis mechanics** that transform economic strength into survival necessity (e.g., *RimWorld*'s droughts)
  141.  
  142. Tools like **Machinations.io** now enable designers to simulate these dynamics pre-production, explaining the rise in sophisticated economies since 2020 .
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