I love the name change! It sounds way better and it's funnier.
I've read your devlog and it's amazing that you've been going at it for so many years, huge patience for sure, that's admirable!
And I feel your worries, making a 4X is almost like making an RTS which is almost like making an MMORPG at this point. Huge amounts of work. Great to see you chipping away at it though!
It would be awesome to play a demo or see some of your ideas in play, it's such a big design space I don't know what to expect! Can you tell us what's the game about, what are your goals with it? I understand that it's like civ2 with less micromanagement, but you're not really recreating civ2, right?
Thanks for the kind words
. I wrote an extremely long post in response, but don't feel any obligation to read it through. I'm sitting in a hotel room right now with nothing but my phone and some time to kill, this post was the result.
The tl;dr is that I am taking the civ formula and making large changes in an attempt to make it less tedious to play (and hopefully make the end game more interesting). I'm not convinced that these changes will actually be for the better, and I've been pretty hesitent to write a post like this without having a more complete game with videos to back it up.
Originally I started this project as a way to get better at programming, and the idea was that it would be civ 2 but with some usability improvements. For instance, I wanted to fix things like the broken goto command, which was where the pathfinding was poor and would often not take the shortest path to get somewhere, or in some cases get itself caught in an infinite loop where units kept repeating the same path and never ended up reaching their destination. I still occasionally play that game, but things like that make it much more tedious than it has to be.
I think some of the earlier screenshots reflect the fact that I was trying to remake civ 2. I might still attempt to do that one day, because I guess i dont learn (and I really want a more streamlined version of that game). What I have now has strayed from that idea though. I don't know if I do myself any favors by inviting that comparison.
The basic premise is similar for sure. You start off on a randomly generated map at the dawn of civilization. The map has tiles, and tiles each have a certain amount of food and production.
You start out with one city, and your city works its surrounding tiles (the amount of tiles it can work depends on the size of the city), basically consuming the food and production on the tiles its working.
You meet neighboring nations and make freinds / wage wars, all while trying to survive as a civ and advance through the ages.
Cities use food to grow larger, allowing them to work more tiles. With production, each city has a production queue, and there are units, city improvements, and wonders that you can build there.
Cities also generate science (used to research technologies) and gold (units cost gold in maintenence, province improvements cost gold in maintenence, city production can be rushed with gold).
The Government system isnt implemented yet, but it too in part is more or less how it works in Civilization II. You have a government type which provides a base set of values for unit maintenance, city science output and city gold output. I'm also going to borrow the government sliders, as I think it provided a much needed mechanism to have your civilization quickly change tactics. I'm sad they got rid of this in later versions.
Every system above (other than govt) is more or less implemented and working. Some systems like technology work but are filled with temp data only meant to show that the code works.
What i think are the main differences:
1) How turns are processed. Civ is obviously turn based. This works really well for the early and mid game, but when you reach the end game it becomes tedious to move all your units around (at least in my view).
It also becomes a waiting game. I haven't played civ 6, but I feel like turn wait times have gotten longer and longer in each new version. I seriously hate waiting for the AI to process its moves.
In civ 5, turns aren't even instant at the very start of the game, and I have a pretty good computer. What is the AI doing at turn 5 to make me wait? It boggles my mind.
My attempt at solving these two issues has been to make the game semi-real time. The game still has discrete turns where the game world is advanced, but that now happens at a set interval of (currently) 1 turn every 600 milliseconds. As a result there are a lot more turns in this than there are in civ, but youre expected to do a lot less in a turn in this game.
I try to make it reasonable in that the game automatically pauses for you when you enter into city mode. You can also set the pace to be slower if you want, and can pause at any time by clicking a button up top.
This forces me to write an AI where the turns are ready in under 600 milliseconds. I'm convinced its possible to write a good AI with that constraint.
2) The distribution and blending of tile types. The goal here is to make city placement choice less a matter of looking at the math (which is something I do in civ but have never loved) and more a matter of gut feeling.
I tried to write about this in one of the above posts. There are a base set of tile types (grass, desert, forest, ocean, plains) which each have a distinct food and production outout. At map generation these tile types are placed on the board, and then an additional pass is done which averages the food / production outputs with that of their neighbors. The same is done for the tile color. In addition to that, one further pass is done across all the land tiles where they're either assigned a bonus to food output (tile becomes a lighter shade), production output (tile becomes a darker shade), or no bonus.
The tile colors reflect the food and production of a tile surprisingly well, which is something i didn't think I'd be able to pull off.
The downside here is that its potentially very confusing and hard to explain to people. I've never actually talked to anyone about this to verify that I'm not insane, but I like it enough that I don't think it'd change my mind.
It might also be a nightmare for people who are color blind, which is unfortunate.
3) Leader system. This is still being fleshed out but I'd like it to work very similar to how generals work in Rome Total war 1.
Basically, you can consruct a building which gives the units you construct at that city a general. The general is currently a simple multiplier to your armies power. Generals would have a rating from 1 - 10, which is where the multiplier would come from. Youd be able to upgrade your building to increase the chance of spawning better gemerals. Your generals ability would increase via fighting battles. I want the management if this to be pretty hands off, similar to how it was in rome 1.
Generals would have a lifespan, lasting a certain number of turns before they die of old age.
I like this because it makes war a potentially time sensitive matter, where you might have a great general and want to make use of him until he dies of old age. Technologies would exist which increase leader lifespan.
The reason i came up with this system, though, is because i want to model civilization leaders in the same way. Your goverment has a head of state, and you should be able to constrict am army with your civilizations leader in command. I'm thinking the rating for this unit should tend to start higher than normal generals.
Similar to rome 1, if your next leader is poor, you face risk of rebellion. I want rebellions, and I want them to be driven by succession crises. Im thinking different government types would have different methods of handling your leader. Perhaps you wouldnt have a leader available to command an army under a democracy, for instance.
Im hoping the result of this is for large empires to fracture on the event of their leader dying in a battle, or perhaps a capital being sacked.
This is probably too ambitious. But it's what i want to happen.
4) Nuclear Wars. This is the first difference I decided on, and partly where the name comes from.
Years ago I modded civ 2 so that you can not construct a defense against nukes. It makes the game much better in my view, and i am going to go full throttle on that here. Nukes are the great equilizer for the end game.
If anyone actually read all of this, I commend you.