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.
- written in golang
- targetting all contemporary desktop platforms
you start as a single neolithic village consisting of a few villagers
- launch a supership to colonise distant worlds
- 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
- 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
- available once farming has been discovered
- writing available for research
- available once writing has been discovered. allows for research allocation
- monoliths no longer spawn
- available once ???
- available once ???
- available once ???
- available once ???
- there are further ages but game could be "won" at this point
- global annihilation risk is now factored into
- 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
- available once ???
- representative of present day
- available once ???
- construction takes one year minimum (or can be sped up by assigning more villagers). concurrent projects will affect the construction time
- 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 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
- Graphics API: ebiten by hajimehoshi
- Tom H
- Rich T
- Volter (Goldfish) by cocoFabien
- Alagard by Hewett Tsoi