Airapport

Development of My Own Civilization

31 posts in this topic

I entered indie gamedev in 2010 with a dream to make my own turn-based global strategy. Since then I released 25 games, which won 10 awards at various contests. Among them were turn-based strategies for example, CardsWars, a combination of cards and risk.

 

Now I feel ready for a bigger TBS, which will reflect the expansion of your nation over centuries. I'm creating this thread asking for your feedback and suggestions.

 

I think, mobile devices lack these type of games now. My personal best are a series of EasyPlay (but they are more Risk, than Civ) and "Musket Smoke" (this is an ingenious game, but it's a wargame).

 

The news of Civilization VI release expedited my progress and I'm going to release my game before 21st of October.

 

Here's how it looks like now:

 

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Game features

 

Focus your attention on really strategic issues. No need to issue orders to every warrior or a worker. Actually, there will be no individual units. Everything: see superiority, recon missions, building, wars are defined by numbers and formulas. They are defined by the primary directions, which are set by you.

 

Flexible technology tree. Your technological advance will be defined by what your people are doing and its environment Coastal nations will sooner advance in seafaring, while the steppes dwellers will be likely to become a major land conquering power. This will be more interesting than "Let's learn alphabet to open a way to catapults"

 

Achieve your aim using hard- and soft-power. You can influence your neighbours, get them into your alliance, establish a puppet government or initiate a rebellion in their provinces.

 

Even if your country is captured, you can stay in the game as a rebellion leader. Gather enough resistance points to revolt and declare independence!

 

And if you expanded too much, neglecting other development sides, get ready to fight the separatism at your empire's suburbs.

 

As you progress you'll see the chapters from the future history textbooks telling about your glorious deeds and giving slight hints on your future development.

 

New civilizations will appear in the unoccupied territories during the game. They will receive a bonus for quicker expansion.

 

Map generator creates realistically looking planet with continents, archipelagos with climatic zones, rives, highlands.

 

Unique names for the map objects and countries are generated.

 

Game will be available both for mobile and desktop

 

Now working at:

Well-working system of relations between the nations and between the provinces inside one nation.

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Welcome to WPC Airapport and great work on your game! I like the map, nice and clean and plenty of space for the imagination to fill in the blanks. Really looking forward to finding out more about your project.

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Thank you very much! You motivate to spend extra night hours to quicker implement new features.

 

I created a FB group, and also I post news in my devblog.

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What's made:

Coded map informers (their art to be made later)

When you expand your empire you first found colonies. You take 25% of their resources, but they have a chance to revolt. To avoid the rebellion you'll need to use your soft and hard power.

 

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:b:

 

I was just thinking about your project this morning and here you are with a new post!

 

Looking forward to more details, as you progress with this.

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Colonies now can revolt! (The unrest points are gained from the resources you took as a tribute to the metro). Now need to balance carefully revolt and revolt-prevention activities

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This Saturday I can share an animated gif of my own turn-base strategy gameplay.

 

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Here you see as I start, improve terrain, explore territory. Then I found a colony. I begin spending my soft-power points to keep the colony controlled and avoid it declaring independence.

 

Later you can notice how the colony's border colour is changed and its own flag appears on the city icon.

 

As the colony becomes an independent country, it gains an ability to found own colonies.

 

For the debug purposes I show the current projects of all the nations on the map (even in the fog of war). In the actual version you'll see only your projects and those ones which interact with you: propaganda, war, etc

 

I need to adjust gameplay coefficients to balanse the process of empire growth/collapse.

 

Within next week I'll do this, integrate convenient controls and informers to make the game ready for the pre-alpha test.

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Congratulations! :b:

 

Is your project only for Android, or do you plan iOS too? What about a desktop version?

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Thank you! Now building desktop version. iOS is also planned, just tests there are not so convenient as on Adroid

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Looking forward to those! :)

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Yep. I have iOS and Desktop, but looking forward to trying it.

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Will see if next weekend I can try it out. Probably have to visit the in-laws though....

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New Interface video

You'll plan the actual development strategy, and your subjects will work to perform your plans

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:b:

 

Looks like it is coming along well!

Edited by Penry

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Yes, indeed :) So, the new version of the Civilizations Builder is ready! The soft-power influence model was elaborated and implemented. Now you can separate a rival country into parts by inspiring a rebellion in it. Or you can involve an enemy into your sphere of influence. The AI can do the same,ans as you've became a computer's satellite you have to rebel quickly to avoid being annexed.

 

 

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(Late phase of the game: so many countries want the city of Monad to become their colony. But the idea of keep the things as they are (STABLE) has the most of the supporters for now)

 

Other changes:

- New strategic commands interface

- City interface improved

- New resource: "Migration" is generated from the overpopulation in the cities. It's spent to founding new colonies.

- You can set the number of enemies at the start of the game.

- Next turn on Space

 

Versions for Android, Windows and Web

 

More about Ideas

 

Political processes of the civilization are defined by the ideas, supported by the citizens. Those, who control the ideas will control the world's destiny. You can spread the ideas in your and foreign cities by using your diplomatic influence and rule.

 

How do ideas work

 

Every turn some of the current ideas supporters get bored of this idea and they give up. Then the countries, which have influence over the current city, for new supporters (of those citizens who don't currently support any idea). And, finally, the supporters of the strongest idea, spread it among the neutral citizens.

 

When the support of one of the ideas exceeds 50% the political situation of the country or a city is changed.

 

What ideas you can spread

 

Being happy of the current situation. By default this idea is set in your own cities.

 

Joining your country completely. You can spread it in your satellite's capital (the the country will be annexed by you completely) or in its cities, to annex it gradually.

 

Including the country into you sphere of influence. You can spread this idea in the capital of an independent state. If you succeed it will become your colony (satellite).

 

Rebellion. You can spread it in the cities of your rivals to make them break apart. Or, if you became a colony of another country, you can start supporting the rebellion idea in your capital, to set you free.

 

Please, note:

 

to propagate the ideas in your cities you'll spend Rule (generated by obelisks and barracks). and to propagate them in the foreign cities you'll spend soft power (generated by temples and diplomatic academies).

 

You are welcome to test the game and share your impression in comments.

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:b:

 

Not getting a chance to play your game at the moment, too busy collecting Civ6 info......

 

Please keep posting your progress here though as I'm very interested in the angle you are taking with gameplay.

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Sure I will :) For me the Civ6 release was the catalyzer for my own development impulse. So, I still have 17 days to add wars and rebellions, at least.

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:b:

 

I hope you get a slice of the Civ6 relaease mania pie!

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I hope so, too :)

 

Now you can scroll the map unlimitedly. And the map sizes are up to 200x200. I've made several optimisations, so, the mobile devices must handle them well.

 

Also you have a button now "Make several moves until something happens"

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