#What I'm suggesting
1 messages · Page 1 of 1 (latest)
The core idea was basically 4x game strongly inspired by civ, that is extremely moddable, like Factorio. Then it grew, adopting plenty of civ inspired mechanics and plenty of original ones, including possibly most importantly a pretty deep politics system. The project has been in the works for 6 months by now. It adopted a similar structure to Factorio, with the engine in a compiled language and all content defined in mods. I'm working on the engine and it becomes more and more apparent that we really need a campaign (base mod) up and running to start properly playtesting.
The modding API is heavily inspired by Factorio and as such extremely similar, so prior Factorio modding experience basically means one can mod our game. Hours in civ is so that you have something to draw from in order to understand the general intended vibe. The game isn't a copy by any means, but there's plenty enough similarities
That sounds pretty cool, do you have any more details on the vision of the game? How it’s unique? How it’s similar to other games?
Just as a note, we don't have everything drawn out precisely yet. Plenty is, but there's plenty to do. As a starting point, take Sid Meier's civ (I assume the things we took are shared in civ games)
We have the cities, the pops, the production, the natural growth dictated by food, the buildings, units, special projects and so on. We differ on territory though. Cities in our game may only have 3+population buildings in them and they can only be built in neighbourhood of other buildings of the city. And on the player's territory which is taken automatically around buildings. Buildings can have their own production, separate from the city, but they can't make buildings with it, only units and special projects
This part is fully implemented
Then there's politics. Politics is a loooong design doc, but once you grasp it, it's pretty straightforward
I think I can share it with you but I'm not gonna paste it all here, so just say if you wanna see it
Politics is in the works right now. I believe I'll complete the implementation of the doc this week
Also, probably most notably, the game is turn based on a hex grid
Technologies are also already implemented (though the UI is in for some serious rework)
Technologies have basically the same idea as civ does, with one exception that you can mix multiple trees (each science resource has its own tree) together
Everything else is loosely defined and not implemented yet. So internal trade (moving resources between two cities at a small cost), foreign trade (specific exchanges over specific routes), victory conditions (yeah we don't have that yet), and international relations (individual relations are very loosely defined, we'll probably gravitate towards a simplified version of what civ 6 has. More general international relations will probably be tackled with largely customisable International Organisations that will work heavily with the politics system. Speaking of, we can generally augment anything related to diplomacy with the politics system. You'd have to read the doc to get what I mean)
So this is pretty much it when it comes to the details I have
That sounds cool, I'll definately keep an eye on the project if i can, but it also seems like im not the kind of person you need for this project unfortunately.
I heard CivBE[RT?]
Yeah, I have love for that game.
Its truly a game thats 1 good balance overhaul from greatness.
I love its vibe, the art, I love the gameplay concepts going on.