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(+2)

Note that I'm suggesting ideas not considering your current plans, so sorry if they don't help or are implausible:

1. Bureaucracy/Organized Administration/infrastructure- This discovery is not necessary for polities to form,  but if a Polity wants to expand its size. I.E administration cost may cover how much population a polity can manage, while this discovery manages how far in size the borders can be maintained, therefore a High Population, Large state cannot hope to maintain unity unless they have discovered Bureaucracy. Bureaucracy cannot be discovered unless the polity has knowledge of Agriculture, and at least 5% of the population farms, the level of Bureaucracy within a state is determined by the Bureaucracy level of the Primary cell of the leading faction, or if possible the capital. Bureaucracy levels can exist in Non farming polities which may happen to succeed from its parent faction, however the Bureaucracy will rapidly decline, causing the territory to collapse. If the level of Bureaucracy is critically low,   the rate of clan creations and Independence will skyrocket, increases rapidly over time until the Bureaucracy is large enough to maintain the state borders.

2. Colonial Administration- Colonial Administration is necessary for Polities to directly colonize or incorporate land beyond lets say 3 tiles or a proportionate amount of Kilometers. In order to discover Colonial Administration, Polities must be capable of Agriculture, have a Bureaucracy, have a large amount of social organization, population above 50,000 and a certain, but high level of ship technology. As the level of Colonial Administration increases, so does the chance and range of colonies increase. Note that colonial administration is not required for human populations to migrate, but rather for polities to make large overseas conquests. Additionally, Colonies are managed by clans which will be generated to control the new land, making independence within a colony realistic, so a  clan halfway across the world cannot declared independence and somehow own half the land in the colony. When a colony achieves independence, if there are significant amounts of natives (foreign populations that have a high rate of prominence within the newly independent colony) the colony will get an event which allows them to change its language/culture to that significant native population, buttt, if there are significant amounts of populations from the original polity (colonizer) then they may leave the newly independent colony.

Please keep up the good work, I will try to think of new ideas, god speed Dr.

(+1)

I like your discovery ideas! In fact, administration load is already a factor on how large polities can grown (though it's kinda buggy right now) so something like bureaucracies and infrastructure (roads, cities) will be needed for polities to grow bigger. The only drawback is that both discoveries depend on having a basic economic model, which the game doesn't currently have. So more steps are needed before I get to implement these.

Colonial administration I think would work better once I get to implement more complex forms of governments beyond tribes. For example, colonial administration would be great to form maritime empires. Though that's not so far of. I think I'll be dealing with some form of imperial administration in version 0.3.4 or 0.3.5.

(+2)

Good to hear! Keep up the great work dude.


Also: I love the new features for editing world maps, but the options that we used to have, like setting the bast altitude/sea level is painfully missing, for instance,  even with the altitude adjusters that we have now, it still takes way too much time to create a mountain planet. Just as a request, can we get the older generation options (even for loaded height maps, setting the sea level right off can help so much since loaded heightmaps sometimes have issues with that) and then we can edit the world? 

(+1)

Hmm, That would be easy to change. I'll add it to the list of requests for next version. And, if I miss it on the next release please remind me to patch it in right away :P

Also, I'll probably revisit the map importer since I don't like the default behavior myself that much.