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> 6. make the army more realistic by making it move and spawn

And I'm against it. This will complicate the modeling process without introducing anything particularly new. Perhaps it would be appropriate to use the presence mechanic, where the army is an abstract value that is present on the border and can change in accordance with the priorities and interests of the civilization.

> 8. aggressiveness percent (the more agressive the more chances it will attack nations)

Adding this isn't worth it, as it was a stub of possible culture mechanics. It is better to take on the embodiment of a deeper and more interesting mechanics that can reflect both aggressive and peaceful nations.

> 10. sanctions so where a nation can make a sanction to a country to make that country weaker and less chances of getting trades (see 11.)

Sanctions are presented not only in the form of an embargo, but also in other forms of severing ties and pressure. I believe that a deeper model of diplomacy should be worked out for this. Sanctions in a good embodiment are something too far away, as it seems to me.

> 11. trades so they give money (see 12.), land and army

> 12. money, so that they can use it to purchase land

Without an answer to the question why money is needed, in addition to acquiring land plots, it will be meaningless.

> 15. make boats so they can go in crossing and water to settle or attack territory

In the absence of mountain tiles, I use water tiles for this. So the map becomes more interesting or what? I'm not opposed to your idea, but for this I would first of all ask you to add mountain cells to the map editor.