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civ clone thing

prototype for a civilization clone. kinda idle game inspired, think kittens game for example

i want games to be short, like playable within a lunch time and for now it's just going to be a PvE single player affair.

technical stuff

  • written in golang
  • targetting all contemporary desktop platforms

setting

you start as a single neolithic village consisting of a few villagers

win conditions

  • launch a supership to colonise distant worlds

mechanics

  • in the "move phase" you place or destroy buildings, make decisions about the economy of the next year, decide research, allocate resources, roles etc
  • every turn is one year
  • game loop should evaluate negative factors first to minimise cheesing
  • on the world map, each tile is a region or city
  • each region or city consists of another 8x8 tile grid
    • movement within a region is free
    • before trains, movement between regions takes a turn
    • construction can only happen on neighbouring tiles
    • a settlement must be established in a neighbouring tile in order to move there
    • once trains have been researched, movement between regions is free

ages

neolithic

  • research modifier is basically zero in the neolithic age
  • there is a chance of a monolith spawning which can be harvested for research but in this age research cannot be allocated

protohistory

  • available once farming has been discovered
  • writing available for research

literary age

  • available once writing has been discovered. allows for research allocation
  • monoliths no longer spawn

roman age

  • available once ???

classical age

  • available once ???

age of steam

  • available once ???

atomic age

  • available once ???
  • there are further ages but game could be "won" at this point
  • global annihilation risk is now factored into

computer age

  • available once nuclear power and semiconductors have been researched
  • researching nuclear power adds a meltdown annihilation modifier to the death chance for all citizens in a region

modern age

  • available once ???
  • representative of present day

transhuman age

  • available once ???

construction

  • construction takes one year minimum (or can be sped up by assigning more villagers). concurrent projects will affect the construction time

citizens

  • every year a citizen has a chance of dying as a function of
    • their age
    • medical science progression
    • amount of doctors
    • food supply (must be positive)
    • environmental factors.
  • citizens deaths to be evaluated at turn end and will be evaluated before constructions, etc. not sure of the order of operations yet, but would like to avoid cheesing

children

  • children cannot be assigned roles until they are 10 (increasing with each epoch)
  • births will be calculated based on population demographics, food supply and environmental factors, similar to deaths. this could get very dark. could get quite creative with the death flavour text

credits

  • Graphics API: ebiten by hajimehoshi

special thanks

  • Tom H
  • Rich T

fonts

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