Thursday, October 28, 2010

Victory and the End Game

Many of you (especially those from CCRPG) will be surprised to hear that yes, this game will have a set of victory conditions. This will undoubtedly make some upset but they are going to have to live with it.


The biggest problem with a truly "open ended" nation simulation is that it lacks the necessary structure for the game to have an longevity. Eventually (and depending on the game rather quickly) two or three players will gain the upper hand and dictate how the rest of the game is played. This is virtually impossible to prevent, and in reality the game should reward good ideas anyway so it should not be prevented from happening. This of course leaves the rest of the players wallowing in the gutter with no chance of advancing beyond middle power status.

Giving players goals to achieve allows them to have both something to shoot for, and if you are one of the many stuck at the bottom of the food chain you get another chance next game to start on equal footing.

Do not fear my role-playing friends, this game is not abandoning you. There are several ways to win, each of which is designed to take 2-4 months that way you will plenty of time to show off your impressively detailed nations.


Through Imperial Might: If you control a certain amount of territories you can win the game. There are conditions of course. For instance you will need at least 20 territories. On top of that you will need to have 5 more territories then the next largest empire. And you will have to be considered "stable" ie a country not on the brink of falling apart either economically or socially. What quantifies as stable is of yet undecided, but I have a general idea.

Through Cultural Superiority: Using various means countries gain "culture points". There are various ways of achieving the necessary amount of points. Either through having many magnificent buildings, having a widely practiced state religion, having many preferred trading partners, and having many protectorates or allies. It will require a combination of all to gain enough points but it is a more...peaceful way to win.

Game Times Out: Eventually the game will end and simply make the player closest to reaching the victory conditions for either of the above the winner. As of now it looks as though 4 months will be the maximum.

This will hopefully make the game flow smoothly and allow the players second chances and the chance to feel as though they won something.

A note on private games: Eventually if the game gains enough popularity private games may be created. These games will have customizable victory conditions.

Thursday, October 21, 2010

Rescheduling of of Alpha

Due to unforseen circumstances (mainly academic) the games alpha will have to be delayed by 1-2 months. A November-December Alpha is now expected. If anyone has issues with the timing please contact me, I will do all possible to have the alpha on a week that everyone can participate.

Just so everyone is aware, everything is still on schedule this is a preemptive delay as Jupiter Trooper has informed me about his upcoming mid-terms, a time when (I hope) he will not be able to work on programming.

Friday, October 1, 2010

Out with the old in with the new?

I have been thinking of late about how to incorporate relativity complex economic structures while at the same time allowing players the ability to choose their own path. I am considering a system where every country starts as a "barely functional state" and can change their country based on passing various laws and researching various technologies. This will mean that your country can take on a distinctly feudal, imperial, or even democratic feel. Players will not be as confined, that being said it will take a bit more work on the part of the player, that and it will increase game development time.

Just throwing the idea out there, thoughts?

Notes: This will not actually change the core economics of the game, many of the formulas and ideas will be carried over.

Edit: Examples


Players would initially choose from one of several "economic/government systems". Feudalism, Oligarchy, Empire, Republic, etc.

Each faction would have a very basic list of core rules that they follow. Players would then have an extensive list (50+) laws, regulations, and edicts to choose from. These choices would be divided up into one of several categories such as Economics, Civil Law, and Military. Of note, many of these laws would be mutually exclusive.

IE You cannot make the mayor of a town appointed by the king and then go on to pass another law that stated that the mayor was elected by all landowning persons. Obviously these two laws are contradictory and only one (or neither) can be in effect at any one time. Most likely the system will work on a "last law passed" system where the last law you passed took precedent, that being said the game would inform you that if you accept that laws a,b,c would no longer be in effect.

The laws WOULD HAVE A REAL AFFECT. For instance if you passed a law giving merchants more control over how cities are run then you will increase your tax revenue, but that law would also decrease the loyalty among city dwells to your central authority, which affects many things, such as military recruitment, willingness's to rebel, etc.