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New version of Civilizations Builder, out turn-based strategy available for Mobile, PC and Web is ready!
Now you can:
- expand your territory
- gather army and conquer enemy lands
- use soft power to influence other civilizations, involve them into your sphere of influence or initiate rebellion
- explore continents and islands
- improve your cities and terrain
How to conquer territories
Military power, which is produced by a province, is spread on its territory. When you create an army, part of the military power goes to it. Army needs military power to support its strength and heal casualties.
When two armies are on the adjacent cells, the battle starts. The battle takes place also when one player's army is on the territory of another player. If the enemy's territory military control is reduced to zero, this territory is captured. If you capture a city, then you gain control over the whole province.
The game was showcased at GameOnLT, got many useful suggestions. Next task: balance the concepts, which exist in the game now. Then the game will move to the beta phase
Now testing unitless warfare: frontline vs frontline:
2016-10-02 14:00:58 by GeneralVimes
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.
(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)
- 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
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.
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.
Thank you very much for playtesting the initial version of "Civilizations Builder". Got multiple useful suggestions from you, working hard to implement them. And now I'm ready to show the current strategic interface
Unlike Sid Meyer's Civilization (which, I think, is an ingenious game, but needs some adjustments), you won't need to build a scout, then move the scout to one cell, then to another. Instead you'll need just to set up a strategic task "sentry", and your people will do the rest.
The same works for all the other aspects: colonization, revolution, terrain improvement, wars.
Join the Facebook group!
Civilization Builder is ready for the first test: http://www.airapport.com/p/civilizations-builder-first-testing.html
In this version you'll be able to expand, explore, exploit and fight with enemies and rebels using your diplomatic power.
You are welcome to share your thoughts and suggestions
This Saturday I can share an animated gif of my own turn-base strategy gameplay.
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.
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. I posted it here.
Now I feel ready for a bigger TBS, which will reflect the expansion of your nation over centuries.
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:
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 web, mobile and desktop
Now working at:
Well-working system of relations between the nations and between the provinces inside one nation.