Axioms Of Dominion: Fantasy DIP Strategy Game Releasing December 2022

Discussion in 'All Other Games' started by AltarofScience, Dec 28, 2021.

  1. AltarofScience

    AltarofScience The Brain

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    Axioms Of Dominion is a project I got about 40% through and then had to let go for life stuff. Now I have roughly a year where I shouldn't have anything else to do so I'm hoping to release in late 2022 or very early 2023 if I run into serious issues.

    I'd advise reading the wiki for a broad overview: https://axioms-of-dominion.fandom.com/wiki/Axioms_Of_Dominion_Wiki
    Here is the blog link: https://axiomsofdominion.substack.com/

    This is a fantasy geopolitics simulator that is broadly comparable to CK2+Vicky2+Dominions4+more. As a fantasy game it has tons of magic stuff but the focus is on DIP mechanics.

    Diplomacy(foreign affairs)
    Intrigue(shadowy affairs)
    Politics(domestic affairs)

    I have a Substack which can be located by searching the game name in Google.

    I have a goal of enabling 40000 provinces on very new PCs but the game is perfectly functional around 14000. I have a major goal of playing an almost purely combat free couple millenia taking down a major empire in the world from the inside. I'd expect an average top tier empire to have roughly 7000 provinces on larger maps if you run history for 4000-8000 years. Anywhere from 15% to 40% of a larger map. What constitutes an empire or even a kingdom is much more fluid and dynamic than in existing games. A 7000 province empire would have something like 10 ~100 province substates at the core, 40 ~50 province "major vassals", and then 200 ~20 province periphery/border vassals. Of course you can fiddle those numbers a bit but that is a good illustration of my goal.

    Several of the substack posts relate the very detailed political sim I am designing to make this goal plausible. I still have a few major and a few minor things to talk about on the blog. There is a Fandom wiki that has a few dozen pages on various major and minor systems. It hasn't been changed much since mid 2015 when I had to pause working on the game until now.

    Most of the backend stuff is done and I'm primarily figuring out the equations for mechanics, doing all the UI stuff, and getting the AI to function. I expect I'll do a UI theme, smooth out map generation, and maybe polish up the art assets at the end.

    The game is turn based with attention points. So you have like 1000 attention points per turn, still testing the proper amount and the costs for actions. I wanted to do a time based system but it is hard to code and people will just get mad anyways. It is a province map style like Sovereignty or Paradox games.

    There is a very detailed population simulation which interacts with the character mechanics. Ideology covers almost a dozen areas, Propaganda impacts ideology and religion and the military, there's a Quality Of Life system regarding food variety/quality and material goods plus shelter, Religion ties into both magic and diplomacy/politics, population is where your troops come from and there is a logistics system.

    https://imgur.com/a/AlPew
    Those are some early maps. The top one almost looks like Europe/Africa/Near East. Maps are generated procedurally as will the world be if you don't start on world creation but run history for a few centuries or millenia.

    The magic aspect is highly integrated and very expansive. It impacts every game system in various ways. I have a substack post about just magic. My substack is free for anyone to read. Magic can build roads, discover secrets, troop movements, and other knowledge from distant provinces, change the weather and climate, be used in various enchantments, etc. There is even a cool The Runelords(think that is the right series) inspired magical transference/pacts thing where you can empower your soldiers or other people with the powers of captured, or tamed, magical creatures. Or sentient captives. Strength, mana pool, speed, physical features like scales or claws, etc. And you can do evil mad science [censored].

    Speaking of evil Axioms allows you to play a truly ruthless tyrant rather than just a good boy. Fear, blackmail, military threats, second class citizens, slaves, etc.

    The culture system allows a something like a society that reveres dragons, character secretly captures a dragon, transfers dragon traits to himself, become leader of confederation of tribes. Someone finds out, and can blackmail him, reveal him, kill him and become dragon king themselves, etc.

    You can destabilize a society by cutting off their access to a prestigious food resource that is a traditional staple of cultural diet, say cinnamon, assuming the leader has depleted his political capital and put himself in a risky position. Much more detailed example on the blog.

    The trade off is graphical sugar, no voice acting or 3d models, random world gen vs handcrafted map, although players/modders can make scenarios if they want, I just don't plan to release official ones but there is mod support.

    A stretch goal, well not really since there isn't a kickstarter, if I finish the main stuff early before release date is to integrate a "History" system that records important actions and can be loaded/interpreted by a wiki type program to allow you to read "history books" about the game world. The "simulated" history mentioned earlier is just starting a game with no player or observer and letting the AI play a few centuries or millenia and then picking a point jump in. Player could look at data files in theory but the idea is that you only know what your AI guy knew when you swapped in.
     
    Last edited: Jan 5, 2022
  2. AltarofScience

    AltarofScience The Brain

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    So I've got about a dozen detailed posts on the stuff that isn't really done anywhere else. Got about that many more for pure mechanical stuff to write up this week. I'm also going to do some posts on cool historical systems the game supports and that the AI will sometimes get done by itself.

    I did a post about the possibility of recreating the Roman Socii or Auxilia systems in Axioms. I might edit it a bit to add some more mechanical detail.

    https://axiomsofdominion.substack.com/p/the-socii-and-the-auxilia

    Essentially you have low level control over policy and the game supports a level of detail that allows you to do this. The laws and edicts and policies and population simulation can be set to represent Roman Citizenship, or Greek and other kinds, there are options related to rewards for military service. You can apply rules based on location or race or religion or origin.

    I think it might be possible to recreate the Roman Republic and Empire in most details.

    Someone could also always design a scenario with a custom map and simulate real history, though that isn't a personal focus of mine. I am focused on wizards!
     
    Last edited: Jan 4, 2022
  3. AltarofScience

    AltarofScience The Brain

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    These are just working visuals except maybe the icons. I plan to finish the UI skinning and other art type stuff once the code is finalized.

    Debugging some stuff:
    https://imgur.com/a/23cnnra

    A Randomly Generated Map:


    Unique colors for province detection on maps:


    Icons:
     
    Last edited: Jan 6, 2022
  4. AltarofScience

    AltarofScience The Brain

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    https://axiomsofdominion.substack.c...gion?r=i2fsj&utm_campaign=post&utm_medium=web

    This is a moderately detailed expanation of religion in Axioms. If the infamous church unit carpet of later Civ games isn't your thing, perhaps you'll like this better. Religion is real, since this is fantasy, but more importantly it matters to gameplay and has significant impacts on the world.

    Also unlike grand strategy games you can do more than send council member or send missionary. And religion integrates well with intrigue and espionage.
     
  5. AltarofScience

    AltarofScience The Brain

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    https://axiomsofdominion.substack.c...-25a?r=i2fsj&utm_campaign=post&utm_medium=web

    This is a post about how early era tribal gameplay will work in Axioms. Well technically all tribal gameplay but it is way more common in the first age, the age of exploration, that typically would last 1000 years or 12000 turns. Of course the worlds in the official release will be starting 4000 or 8000 years in to get more complex and developed societies available to casual players.

    I'll update this post with the companion piece in the development blog on my substack later. The main section is design stuff and the development sections talks about what I'm doing code wise and where we are on actually implementing all the stuff in the design section.
     
  6. AltarofScience

    AltarofScience The Brain

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    Been doing a lot of programming on this. Have a second section of my substack specifically about development rather than design and concept. Slowly getting core gameplay features working together. Trying to get to where a simple video will be interesting game wise by around mid March.

    https://axiomsofdominion.substack.com/p/obligations-pacts-and-treaties

    Most recent post about getting political actions enabled in the game code and UI. Still fixing some AI stuff related to that.
     

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