Civlike game idea randomly ejected into cyberspace

zuzim

Chieftain
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Stockholm
I am an ideas guy. I have created a number of epic-sounding ideas for computer games and board games in the past, but I never manage to do anything with them. Oh yes, once I did create a board game simulating the last 3,000 years of human history which was very fun to play even if ultimately far too complicated to finish. That is the closest I have come to completing one of my ideas.

Another time, as early as 2014, I apparently posted about wanting to get into contact with Firaxis/Sid Meier at this very forum. I was embarrassed to rediscover this post now, because it shows how blind I was to the limitations of my own “brilliant ideas”, thinking that I could just get in contact with someone in high places they would go “Wow, we never thought of that before!” I did actually get in contact with a representative for 2K Games ultimately (which is probably why I forgot about the post at the forum) who kindly told me that there were some really interesting ideas in my paper, that she couldn’t promise that anyone would ever read it but that she would be happy to send me some merch. Some time afterwards I received a huge package containing a statue of Grey Wolf the Barbarian from Civilization Revolution, and that was that (it as since landed in the trash can).
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Many of my ideas have actually been pretty bad and I am grateful to realize that today. I am also no longer a gamer and will never be a game designer, instead forcing myself to get down to earth with a normal day job responsibility and other more meaningful, fruitful hobbies. Nevertheless, before I fully release myself from game designer duty, I want to at least drop off one of the basic game concepts of mine at this forum. As of Civilization 6 and 7, there has still not been a tiny bit of movement in a direction that I would like to see when it comes to resource management in an ecologically conscious 21th century civilization game franchise.

Maybe someone will use a few of these ideas for a Civilziation mod. Maybe it could become integrated into another game than Civilization. Maybe nothing will come out of it. Regardless of what, I will drop it off here and leave it.

It’s the Ecology, Stupid
First of all, let me be clear that for me Civilization 4 was the high point of Civ in some regards. I have only played Civ 5 around 150 hours, Civ 6 15 hours, Civ 7 not at all. If many of my ideas seem to grow directly out of Civ 4, that is why. (I think I am still closer to Civ 7 in other regards.)

Citizens, villages, tribes and bands
Your people have supposedly wandered around since time immemorial and are now ready to settle down. But as you get ready to found your first city, you notice that you starting location is surrounded by 5-6 population poins that are scattered in the 2 closest layers of tiles surrounding you. These population points come in the form of villages and semi-nomadic pastoralist tribes. Hovering over the villages, you can read descriptions like “Fishing village” or “Corn farmers”. Hovering over the tribes, you read: “Cow pastoralists”, or “Goat pastoralists”. As you settle your starting location, the surrounding tribes and villages are subjugated by your military/cultural prowess and start sending their surplus to your city. However, they are not “Citizens” in the classical Civ sense because they cannot be reassigned. You still only have 1 Citizen, who settles in the city to work as a specialist there. As you start exploring the world around you, you realize that the world is full of tribes and villages, even beyond your starting position. It is made up of:
  • Villages, consisting of sedentary people who do not move around. They are best thought of as terrain improvements, although some of the population can migrate under some circumstances
  • Semi-nomadic pastoralist tribes, who migrate back and forth between two tiles of their choice. Wherever they move, they bring along a unit of the animal they are herding.
  • Fully nomadic hunter-gatherer bands, who move around chasing animals.
There are no city-states, “tribal villages” or barbarians. However, meaningful interactions with these villages and tribes still abound:
  • The villages and tribes that become your subjects will be more likely to share their technologies with you. The “Fishing villlage” may share a simple seafaring technology with you, or a tribute of Gold; The “Goat pastoralist” tribe may boost your culture or send you a one-time gift of food.
  • Sending a scout to a neutral village (one that is not your subject) can result in similar results. However, villages and (more likely) pastoralist tribes can also be hostile. Finally, hunter-gatherer bands can be recruited as scouts or share knowledge of the surrounding territory.
  • Your first settler will subjugate the surrounding population for free, but by the time you found your second or third city you must bring more cultural or military power to bear to succeed in subjugating the surrounding villages. I will not go into detail on this though – the bigger change regards management and spread of resources, see below.
Food, crop and animal resources are no longer tile-bound
Most plant and animal resources are no longer tile-bound as in earlier versions of Civ. Rather, as the game begins, some tribes and villages have domesticated one source of food: for tribes it is always animal resources, for villages it is food crops.

Resource yield is not static but interacts with terrain and climate (a new feature that will be discussed later). For example, Cows may give +2 Food on any Grassland tile while Millet will give +2 Food even on dry terrain. Rice will give a +3 Food bonus on irrigated tiles given that the climate is at least Temperate, and even bigger Food bonuses if the climate is subtropical or tropical.

As new resources become available, tribes and villages will automatically start using them if it increases their food output. A Millet farmer village would then switch to Rice when it becomes available - if its tile is irrigated - and become a Rice farmer village.

More example yields are: Potatoes give a decent food yield increase even in cold climates, Goats allow you to graze the mountains, Reindeers make the Tundra inhabitable, and Camels allow for herding across the inhospitable desert.

Combining crops and animals. Cattle raids
Each tile can cultivate one crop and breed one animal simultaneously, as a rule. This means that Villages can start breeding Cows next to their Wheat farms, producing the maximum amount of food (here we translate the better combination of nutrients into a higher food output in total) for that tile.

A pastoralist tribe can also combine a crop with its chosen animal, but then it will turn into a Village and will have to settle down in a single tile, freeing up one other tile for colonization.

Cattle raids
Because of the great benefit of combining one crop and one animal per tile, and because a civilization will tend to start with more food crops than animals, cattle raiding is a feared early strategy that can be employed against minor tribes or other civilizations. Getting a hold of your neighbor's sheep can sometimes make the difference between making the early game and falling far behind. Because of how important it is in the early game, it should not be overly difficult: you simply have to attack a semi-nomadic tribe somewhere in neutral lands, steel their sheep and run back home. Once the sheep is being bred safely in your lands, behold as Villages start breeding their own sheep, making them more well-nourished than before.

Cities are much smaller and more exploitative
There are no more city districts that take up half the map. Until the Modern Age, cities contain only a fraction of your population as the vast majority of people are Villagers working the countryside. Cities extract the surplus from the countryside to create monuments, buildings, armies and support specialists.

Surplus is extracted via taxation. Taxes can be paid as food directly to the cities or in the form of corvée (feudal forced labor, converts to hammers) – however, population increase will halt if you exploit the people too much. If they are not too oppressed (for instance under a policy of Serfdom), they could also choose to emigrate.

Population limits
As food increases, cities will grow but so will villages and tribes. The population cap for what a village can support is 4 population; for a tribe 2 population; for a hunter-gatherer band, never more than 1.

If a village or tribe grows beyond what it can support, the surplus population point will first of all try to migrate to a nearby tile and maintain the same occupation. If that is not possible, it may migrate to a different tile or a city.

A village can never migrate in its entirety, it must always maintain at least 1 inhabitant.

Population points are autonomous
Villagers and tribes are more autonomous than previously and you cannot simply reassign them to another tile as you like. You can build irrigation and roads for them which helps to spread the use of crops and animals. If a city is razed the villages and tribes remain, even if they suddenly find themselves on neutral lands.

Autonomy comes in three ranks:
  • Villages are the least autonomous. They can be taxed in food and in hammers. They are very reluctant to emigrate, but may do so if their village is being pillaged by an enemy or if taxes are overbearing. If they feel completely cornered, they can also rise up in rebellion, raising military units of their own.
  • Tribes are more autonomous. Because they are constantly moving, they cannot be brought in as forced labor (Hammers) but they can pay taxes (Food). They are more likely to emigrate if they don’t like government policies (a Bedouin tribe could just disappear deeper into the desert to avoid taxes). If cornered, they can also rise up to fight. Even if their population cap is at 2 they can still be formidable, because they can raise the entire tribe to fight and their strength value is higher than villages’. (If they breed Camels or Horses, they will naturally bring their animals into the fight as well.)
  • Even more autonomous are Hunter-gatherers which move chasing some animal in the wild. They cannot even be taxed, but they can become herders if wild animals grow scarce. They recognize no suzerain and always prefer to flee rather than fight.
Crops and animals level up over time
Domesticated crops and animals are improved with time. The more villages grow Rice or breed Pigs, the greater the chance that a higher-yield variant of Rice or Pigs will appear in one of the villages. Once it does, it will start spreading to surrounding villages and could eventually spread even across continents via trade routes.

For another example, suppose you start as Mongolia in the Ancient Era with access to Horses. These will be “Level 1” domesticated Horses, meaning that they are not yet large or strong enough to carry a grown man on its back, much less a knight in full armor. You can only use them for Chariots until the time you have “Level 2” Horses, when you can finally start training classical Horsemen or Mounted archers. For the plate-mail Knight or Cataphract, Level 3 is needed.

Climate zones matter
Needless to say, you cannot grow Rice in Scandinavia. Climate needs to become a thing, not just Terrain. And while there are many crops that can be grown for calories, Rice is by far the most efficient one, responsible for the huge populations in many Asian countries today. But there are many more differences between climate zones that make for an interesting game, it’s not just that the cold regions will be able to grow less crops and therefore have a smaller population.

Below are some ideas for how actual differences between climatic/geographical zones could be gamified to create a balanced gameplay. I don’t think all of them are great ideas and there are huge challenges around balancing all regions in a particular age, but perhaps some of the sketches could prove useful.
  • Boreal/Cold temperate climate can only grow certain crops, limiting population growth, but has a wealth of forests that grow back quickly, allowing for higher production. In pre-modern times, charcoal from forests was also required for the making of iron tools and weapons, giving this region a military bonus. Natural disasters and tropical diseases are also very rare, making it easier to maintain civilization. (Applies to much of Canada, Northern Europe and Russia.)
  • East Asian land is temperate, highly riverine and fertile, allowing for a large population. However, its selenium-poor soil makes it difficult to breed horses in this region, a crucial security risk in the pre-modern era. (Historically, this was a big problem for China.)
  • Tropical Asia is the most fertile of all, however this comes at the cost of tropical diseases that aren’t as rampant in more temperate zones. Natural disasters are also more common, making it more difficult to build a long-term durable civilization (this applies more to Southeast Asia than to South America). Indian elephants are native to this area, with implications for construction and warfare. (Elephants cannot be domesticated and so cannot be spread like other resources.)
  • Middle Eastern land combines high aridity with pockets of highly fertile river valleys. Historically, a very large proportion of domesticated crops and animals came from this region and this could perhaps be reflected in the game, giving this region a head start even as they will struggle to keep up mid-game due to the lack of arable land. This region could also see a boost end-game due to enormous reserves of fossil energy resources.
  • The Steppe is vast, great for grazing animals, and if you have access to Horses you might just start planning your world conquest already. The cap on population growth is the worst of all regions though, because of lack of agriculture outside of oasis areas.
  • The Temperate zone includes much of Europe, North America and parts of East Asia. It is balanced on all fronts, including forests, fertile grasslands and good access to fresh water. Cold winters mean that you cannot grow crops the year round as in tropical areas, limiting population growth. Not many domesticated crops or animals originated here, so you need some outside influences to get going.
  • Sub-saharan Africa is one of the most difficult regions to build a civilization in, partly due to poor soils but also endemic diseases that strike at humans and livestock alike. However crops that do not need a lot of water can generally grow here and the endemic diseases mean that outside powers cannot invade very easily. (Native Africans have some genetic resistance to malaria and yellow fever which make them relatively more resilient.)
  • Central and South America consists of a number of very diverse regions which could probably be included inside other regions. but deserves an honorable mention because such a large proportion of crops come from here, many from Mexico but also the potato from the Andes region. (Historically, the Mexican, Maya and Inca civilizations faced a paradox: Lack of domestic animals meant a lack of diseases that were rampant across Africa and Eurasia, such as smallpox, and also a lack of resistance to such diseases. This meant that populations could increase enormously over the course of hundreds of years, only to be hit catastrophically later on when the Europeans arrived. However, I don’t suppose this would be very fun to play.)
Later ages…
This article focuses primarily on the early part of the game. In fact, I long ago created a more fully fleshed out version of the same concept including cash crops, plantations, trade wars, and the relationship between raw produce and refined goods in the industrial age, but I think I will leave it here for now, see if it piques any interest at all.

PS. I said I will "drop it off here and leave it", but I will still take questions.

/zuzim
 
I don’t have time to reply at length, but I like some of the ideas here like having the domestic animals move (be moved) around from one place to another.

In tandem with this, and perhaps it is adding too much complexity to a game that has never had it insofar as I can recall, but all food is treated as … food. Some cities can live entirely on berries. Would you want a berry-heavy diet every day? Would the kings of old say “yeah, let’s just eat this berry and nothing else.”?

Food (all the same) for thought!
 
I don’t have time to reply at length, but I like some of the ideas here like having the domestic animals move (be moved) around from one place to another.

In tandem with this, and perhaps it is adding too much complexity to a game that has never had it insofar as I can recall, but all food is treated as … food. Some cities can live entirely on berries. Would you want a berry-heavy diet every day? Would the kings of old say “yeah, let’s just eat this berry and nothing else.”?

Food (all the same) for thought!
I mean is there a berry that has decent protein tho?
 
@zuzim : I like many of your ideas and I've been through a similar thought process myself. Now yeah, they are definitely not for a Civilization game, particularly as it has evolved, the mechanism are just too different. Now the problem is that it's impossible to know if they are actually fun without being play tested in a prototype.

I tried to do so myself a couple of years ago, the project is quite advanced (basic mechanics are there) but not enough complete to get a final opinion. The thing is that it's very time and energy consuming! Recently people encouraged me to continue using claude.ai which is very efficient to save time in writing a large part of the code for you. I gave a try and it's true that it was impressive, so I will see.
 
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I don’t have time to reply at length, but I like some of the ideas here like having the domestic animals move (be moved) around from one place to another.

In tandem with this, and perhaps it is adding too much complexity to a game that has never had it insofar as I can recall, but all food is treated as … food. Some cities can live entirely on berries. Would you want a berry-heavy diet every day? Would the kings of old say “yeah, let’s just eat this berry and nothing else.”?

Food (all the same) for thought!
No actually, the idea was that you can combine crops and animals for maximum food output on a given tile. The people need both energy (mainly from cereals) and protein (from animals) to lead healthy lives! But it shouldn't be any more complicated than that, we don't want to add in fruits and vegetables for vitamin C or whatever. Berries would go in the "energy" category (ignoring the variety of berry you suggested in your second post) if you wanted to add that to the game. 😉 When this idea was first hatched, I was thinking in terms of the Health attribute present in Civ4 - combine both energy and protein foods to create a healthy population.

@zuzim : I like many of your ideas and I've been through a similar thought process myself. Now yeah, they are definitely not for a Civilization game, particularly as it has evolved, the mechanism are just too different. Now the problem is that it's impossible to know if they are actually fun without being play tested in a prototype.

I tried to do so myself a couple of years ago, the project is quite advanced (basic mechanics are there) but not enough complete to get a final opinion. The thing is that it's very time and energy consuming! Recently people encouraged me to continue using claude.ai which is very efficient to save time in writing a large part of the code for you. I gave a try and it's true that it was impressive, so I will see.
Thanks for the tip and glad you like it. Who knows, maybe I will give claude.ai a try in the future for my own board game idea, the one with a simulation of world history. The problem is that it would have required thousands of playtests just to balance it. AI to the rescue? 🤔

I plan to post some follow-up ideas tomorrow. I have written most of it already, but unfortunately my time zone was just struck by midnight so it is time for bed...

/Zuzim
 
Grey Wolf is my favorite barbarian leader from Civ Rev. Always thought those fun barbarian characters were woefully underutilized and found it lame that their units performed so poorly, especially Grey Wolf's warriors.


 
Follow-up ideas: Clothes, industry, the world market, and ideologies

Since people actually had the patience to read through my rather dense presentation (I didn't even bother to add images), I am going to try to add some more flavors to the picture drawn so far.

People need clothes
A population point not only consumes food but clothes. A variety of clothing materials can be produced from animals, such as:
- Wool (from sheep or llamas)
- Leather (from Cows, wild Deer, Horses)
- Fur (various furry animals in cold climates)
Clothes can also be produced from plants like cotton and hemp, and from silk worms.

How much clothes a population point requires depends on two variables: Climate and lifestyle.
  • The colder the climate, the more clothes people need, for some reason.
  • With lifestyle, we simply mean the four ways of living covered earlier: Hunter-gatherers, semi-nomadic tribes, villagers and citizens/city-dwellers. The more settled and urban a community is, the more clothes is needed to keep up with the joneses.
This means that, at some point, villagers will not be able to produce all of their own clothes and city-dwellers almost certainly will not. A Wheat farmer village that also raises Sheep will be self-sufficient on wool and even be able to sell some, while a neighboring Village that raises Pigs instead of Sheep will produce more food than they need but no clothes. Perhaps a bargain could be struck between them?

As we shall see, these villages will not trade directly with each other but will send their surplus to the nearest city, first to pay for taxes and then for a profit. They will use their profit to buy whatever they are lacking at home (Wool clothes or pork) and then head back home to their village.

The world market - A history lesson
Trade is power. Civilization Colonization had an interesting concept of raw produce being turned into manufactured goods for export, which is a big part of how modern trade works and why capitalism has been so lucrative if you are in charge of the factories.

In actual world history, Britain industrialized to a large extent through the textile industry. The winning concept was to import cotton from plantations in the American south and India, manufacturing this cotton into clothes, exporting the clothes back to their colonies and countries like China. Selling raw cotton is not lucrative, because the entry threshold for growing cotton is low which makes it hard to monopolize. The most profitable part of the value chain is always going to be the most capital-intensive one because this is where competition is lowest. Thus,

1) Import raw cotton from colonies or backward nations
2) Refine the raw produce into manufactured goods, clothing in this case
3) Sell the finished goods across the world at a cheaper price than local textile workshops can afford
4) See the collapse of local, manual textile industries that cannot compete with you and watch how previously skilled artisans become unemployed and are forced to take up menial jobs such as... growing raw cotton at the countryside to export to your booming textile factories

is a self-reinforcing spiral that can catapult one country into world hegemony while previously proud empires de-urbanize and go into a negative spiral of relative impoverishment, humiliation and civil war.

This basic insight into industrial capitalism has still not been intregrated into any civilization game I am aware of. At most, what you get in some games is trade capitalism: buy cheap in one place, sell for a higher price somewhere else. This is all fine for the early modern era, but it is not enough.

The four-step processes described above was largely responsible for what historians call The Great Divergence whereby Europe, China and India went from being relatively equal in terms of economic power in the early 1700's to the latter two becoming completely eclipsed during the 19th century. But of course, this wasn't just market forces at play, it was market forces with a gun. A nation can shut its borders from foreign trade, be forced to open its borders, or be colonized entirely. The market matters, but so do policies and war.

The world market - gameplay
How would the world market function? Allow me to give you a brief overview:

1) Gold is a resource like in other Civ games that is used to trade. Unlike in other Civ games, Gold can exclusively be gotten from gold mines, silver mines (which translates into less Gold) and to som extent copper mines (which translates into the least Gold). As mines are mined increasingly throughout the early to mid-game, Gold becomes more and more common, making it easier and easier to trade. (Inflation also grows naturally throughout the game.)
2) Trade is primarily conducted between cities, not civilizations. Cities act as trade hubs that trade with other cities, whether inside or outside of your own country. As ruler of your civilization, you can ban imports or exports of particular goods but you can still expect some of them to find their way through the black market.
3) The ultimate agents of trade are citizens as well as villagers and tribesmen who come to the cities to trade. The people always have certain preferences: First, they want food and enough clothes to match their lifestyle. After that, they want luxury goods (spices, gems etc). If a particular luxury good is common, demand for other luxury goods will rise making them more expensive. In a city that recently had a high demand for Spices, demand may shift to more exotic Coffee or Porcelain as that becomes available.
4) The world market is self-regulating: Cities trade with each other to buy as much as they can of what their people desire from other cities, while selling whatever they can that is in high demand elsewhere. And just as Villages will always start producing the most efficient food crop on their tile once available, they will also switch from food crops to cash crops if growing cash crops is lucrative enough that they can sell it and end up with more food than they would have otherwise. HOWEVER: Villagers are conservative, so the profit needs to be substantial to make it worth the risk.
5) Because cities of the world will not always have the same demand for goods from other places, Gold typically starts siphoning off from some cities to others. (This was the case for much of Europe in the Middle Ages: No orientals wanted to buy European wool, while Europeans were craving for exotic spices, silk or porcelain) This creates imbalances that can create an incentive to find new trade routes through exploration or conquest.

Patricians and plantations
While many things would take care of themselves in this game, the player is still going to have all the usual stuff going on like founding cities, constructing buildings and wonders, raising armies, waging war, conquering your neighbor or colonizing somebody farther away. Diplomacy, research and state policies matter a great deal too.

Typically, you don't use a Settler unit to found cities (I simplified things in my first post). Instead, each Civilization starts with a Patrician unit, a kind of nobleman-warlord that brings with it both a cultural strength and a combat value wherever it goes. Think of it as an early "hero" type unit that you start with in many strategy games. The patrician can subdue Villages and Tribes on surrounding tiles, thus creating a new City that "offers protection" to the population in exchange for surplus Food and Hammers.

The Patrician can also be used as an early elite warrior used to fight tribal warfare (remember the cattle raids from post 1). Eventually, he can lead armies like a Roman senator on a spree of conquest. Like great people, more patricians spawn in your cities over time. Patricians can also:
  • Settle as specialists in cities to give a boost to science, culture or production. (But not wealth: in this game, all wealth comes from the land.)
  • May collect plants starting with the invention of Botany (think Carl Linnaeus or Robert Fortune who smuggled tea from China to India). With the invention of firearms, patricians become more and more likely to die in combay so you might as well find something better for them to do.
  • May construct plantations to grow cash crops. Remember, you cannot assign people to work wherever you like as easily as in actual Civilization. Instead, the plantation must come to the people! The patrician, then, builds a plantation on a Village and thus subjugates the peasant community into laborers at his own manorial estate.
The last point is important. Villages are too risk-averse to start growing tea, poppy or sugar unless they know that it will translate into food security. Plantation output is also greater than output from farms. If you want to start exporting a cash crop in large quantities, plantations are the way to go - and if the plantation produce can be refined (Sugar into Rum, Cotton into Clothes), be sure to control the factories. Once you have that booming monster of mechanized industry in place, it will start to become more profitable for Villages around the world to grow the raw Sugar or Cotton and sell directly to you than to sell to some under-financed, primitive workshop in their local city for refinement.

The world market and modern ideologies
I always liked the ideology system of Civ 5. Once you understand the working of modern international trade, you can also see how the real-world counterpart of these ideologies - Socialism, Liberalism and Fascism - translate into fundamentally different strategies in the face of powerful market forces and the need to industrialize.
  • Liberalism: The strategy of conquering the market, maintaining world order and staying on top of the system could be called the liberal strategy. This is usually adopted by the economically strongest civs with colonies or colonial-like relationships, but possibly also by backward civs hoping to catch up with the leaders through rapid export-led industrialization.
  • Fascism: This strategy hopes to use a superior military to compensate for economic disadvantages and forcibly create their own large (colonial) empires. Time is of the essence here: You must move swiftly to overturn the world order without spending all your strength, otherwise more economically powerful liberal civilizations are sure to outlast you. Opportunistic alliances with other civilizations that also want to overthrow the system can prove useful.
  • Socialism: This is best adopted by weak countries banding together to defend themselves from trade imperialism – or by very large empires trying to industrialize self-sufficiently without relying on foreign trade. Such a country could impose export bans on raw cotton and import bans on clothes, for example, forcing all producers of cotton to sell it to the fledgling textile manufactories inside the country. This could weaken the capital accumulation of leading, liberal powers while allowing your country to slowly begin to industrialize behind walls.
The End
I'm running out of steam quickly so I think I will stop there. I understand that much of this may come across as too abstract and too fragmented to do anything with, but I hope that it can at least be an inspiration for how to think around ecology and resource management if you wanted to design a game with a more "living system" than typical Civilization games. If I can encourage at least a few people working with game design to toy aorund with these ideas, then I'm happy.

:)
 
The world market - A history lesson
Trade is power. Civilization Colonization had an interesting concept of raw produce being turned into manufactured goods for export, which is a big part of how modern trade works and why capitalism has been so lucrative if you are in charge of the factories.

Sorry but this caught my attention as my prototype is basically about that. I love "Civ4Col" mechanics and the core idea was to explore how they could be implemented at the scope of a Civilization game, from Paleolithic to Space Age. While Civ4Col is both population-based and resource-based, it sounds like your concept is more focused on resources, is that right?"

My prototype does both, so it might not align perfectly with your vision. For now though, the game has no AI at all, making it desperately dull and unbalanced :lol:. It's just a big snowballing machine at this stage. Yet as many of your ideas resonate with what I’ve been working on, I’d be happy to share access if you’re interested. I haven't done so to many people, because I'm still very unsatisfied of its incompleteness, but it is playable for a couple of hours.
 
Sorry but this caught my attention as my prototype is basically about that. I love "Civ4Col" mechanics and the core idea was to explore how they could be implemented at the scope of a Civilization game, from Paleolithic to Space Age. While Civ4Col is both population-based and resource-based, it sounds like your concept is more focused on resources, is that right?"
In the sense that you don't manage your population as much, yes. You can still manage city specialists, workers, armies and Patrician units.

Nice to hear, anyway! Yeah I definitely liked Civ4Col a lot (except for some balance issues like the Liberty Bells) and even for me, this is the game that comes closest to my vision.

My prototype does both, so it might not align perfectly with your vision. For now though, the game has no AI at all, making it desperately dull and unbalanced :lol:. It's just a big snowballing machine at this stage. Yet as many of your ideas resonate with what I’ve been working on, I’d be happy to share access if you’re interested. I haven't done so to many people, because I'm still very unsatisfied of its incompleteness, but it is playable for a couple of hours.
I would be happy to try it out. I could probably give it a shot on Saturday or Sunday if that is not too soon for you. Thanks for the invitation!
 
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