The glorious Evolution of Master of Mana - The Red Desert of Cruoris / First screenshot of standalone version / Feedback needed

Here you can see my current lategame army. I play a merchant and focused on an economic victory condition. I probably neglected my army a bit too much. As a merchant I can peacefully take over cities via trade so I did not need an army that much for most of the game. I go for the follower victory condition where you need X Population. Currently I have 620k from 750k needed. The AI sieged one of my cities that has a population of 60k. Loosing that city would delay my victory a lot so I threw everything into defending the city. Hired all mercenaries available at the mercenary market. It took me three attempts to break the siege. Lost 300 archers, 200 caravan guards, lots of mercenaries and a little bit of everything else I have. Now it is time to rebuild the army. I might have to defend the city again before the game finishes. Currently at 82% of my victory condition and the biggest AI is at 79%.

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That all sounds excellent. When can we get our hands on it to help test?
That's a great question. I have made time estimates in the past but they all turned out to be way off. I wanted a demo out before the release of civ 7 but didn't work out so well :lol:.

To distribute any playtest/demo I want to use steam. To use steam I first need to set up a company. I also want to get in atleast 10 full games. I am currently close to finish my second full game. I also need to write a lot of help texts and tutorials. like a lot. So I guess I set up the company early next year and once the paperwork finishes launch the steam website.
 
So you're publishing the game solo? Did you have any thoughts on reaching out to a larger publisher to see if they'd help promote/distribute the game? I don't know anything about that, but I know some guys at Mohawk Games, and of course Kael is at Amplitude. It looks like a fantastic game, it'd be a shame if you put all this time into it and no one ever hears about it.
 
Yes, if the community loves the demo and it gets a lot of wishlists on steam I might reach out to publishers of strategy games but I want to keep full control over the creative side of the game. I kinda want to do the marketing myself though. Reaching out to streamers and cooperating with them sounds like fun. Maybe I get lucky and the hooded horses make me an offer I cannot refuse.

Steam will do the heavy lifting when it comes to marketing. They send some people to your page and if the people wishlist the game steam will send more people. Quality is king on steam these days so that is what I focus on currently. Civ7 had to learn it the hard way.
 
That's a great question. I have made time estimates in the past but they all turned out to be way off. I wanted a demo out before the release of civ 7 but didn't work out so well :lol:.

To distribute any playtest/demo I want to use steam. To use steam I first need to set up a company. I also want to get in atleast 10 full games. I am currently close to finish my second full game. I also need to write a lot of help texts and tutorials. like a lot. So I guess I set up the company early next year and once the paperwork finishes launch the steam website.
This is good.. a steam page for wishlisting is easier for us to market through CivFanatics news and all the other Civ groups. Also I run the Master of Magic social media communities too (even if it wasn't an influence it surely indirectly was being the grandfather of this 4X Fantasy TBS genre) so you get double the bang for your buck with my help. :lol: Once you've got that steam page up with some sexy game screenshots (and maybe a teaser video even if it's still early days) we'll get busy. :)
 
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This is good.. a steam page for wishlisting is easier for us to market through CivFanatics news and all the other Civ groups. Also I run the Master of Magic social media communities too (even if it wasn't an influence it surely indirectly was being the grandfather of this 4X Fantasy TBS genre) so you get double the bang for your buck with my help. :lol: Once you've got that steam page up with some sexy game screenshots (and maybe a teaser video even if it's still early days) we'll get busy. :)
Blake my friend, I pray every day that you do not get kidnapped by kangaroos :lol:. I greatly appreciate any help to create awareness for the game once there is a demo on steam so people can play the game and see if they like it or not. I will make a gameplay trailer for the steam page, it seems very important these days.

Yes, Master of Magic is a huge influence. The original Master of Magic had two roots, the wargames of the 90s and the table top rpgs like dungeons and dragons. The way I see it most fantasy 4x games after MoM focused on the wargames root with their super complex tactical battles and 80% combat gameplay. I try to explore the storytelling and roleplaying aspects. The game I am making is a bit of a combination of civ and dungeons and dragons. You have the classic 4x game elements with a focus on building like it is typical for civ games: building cities, building diplomatic relationships, building armies. But you also roleplay as a leader. A lot of the diplomacy is done "in person" with dialogues and skill checks using the leader skills like you would in a table top rpg. The tech map looks like a giant skill tree from an rpg where you can fully customize your empire. This game description is all a bit technical and abstract which is why I think a demo will be very important for players to get a feel if they like this type of gameplay.
 
Working on a couple UI Improvements currently. I have now added estimated changes for effects. For example you can see how much gold a "+50% gold" law will give to your current empire. It's weird that every civ game since civ4 has a popular mod that adds these estimates to the UI but somehow many 4x developers refuse to add them to their games. Maybe they miss their math homework and want to do it manually?

Here you can see them in the law screen.
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and here when you mouseover a building in the city screen.
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Mouseover 94 is "Terraforming Power". If you want to cast a terraforming spell the UI will show you the terraforming power. Now if you mouseover that number it lists where the number comes from.

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In this case I want to create a lake using the Water Mastery skill of my leader. Every 100 points of terraforming power transforms one tile or in this case creates one lake. There are plenty ways in the game to gain terraforming power. Some technologies, an earth shrine building, a diplomatic treaty that you can only sign with wood elves, etc. The casting skill of the magic school the terraforming spell belongs to also grants a bonus, in this case water mastery. The most powerful bonuses however are tile dependent and come from the terrain. Most terraformings have synergies with a few terrains or features. Synergy means that when you cast the terraforming near that terrain it becomes stronger. For example Create Lake has synergy with ocean terain and lake features. As a rule of thumb, if you cast a spell on a tile where you have synergy with three neighbours you will transform an additional tile. If you cast an elemental terraforming near an elemental node of the same element you gain a massive bonus of 200 which means you will always transform atleast two more additional tiles.

All the number crunching aside if you want to transform a large desert to grasslands you do not transform tile by tile which would take a long time. Instead you look for an elemental node, transform it into a water node. Then you cast spring on the water node and transform a lot of tiles at once.
 
Hello Sephi, I am just a gamer who have played 4X, strategy, civ4, ffh2 and Master of Mana.
Recently, I re-find your game and other promising fantasy game Almanach. https://almanach.blog/welcome-to-almanach-of-empires-and-sorcery/
I introduce these mechanics focused strategy games in eXplorminate discord server.
Not only me looking forward to play your original game.
Hi Milliopolis, your interest honors me. I hope the game I am working on will bring you many happy hours. The current plan is to have a demo ready by the start of next year.

The Almanach game seems quite ambitious, I wish the makers the best of luck.
 
One of the lessons of testgame II was that the logic how trade resources can be distributed had to change. The old logic was that trade resources can only be used in cities near the location of the trade resource. That limitation just didn't feel right when playing and sometimes just added useless micromanagement where you cycle resources around when new resources become available. If was not much of an issue in the early game but the problem became quite obvious in the lategame with many cities. The new logic is pretty simple: if a trade resource can be distributed, you can distribute it to any city. If it cannot be distributed, you can only use it in the city where the trade resource is located on the map. I have also changed the interface for trade resources. It shows all cities now and you can easily drag and drop resources.

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The screenshot also shows another problem. The logic to spawn trade resources was quite bad and while there are 25 trade resources in the game my late game empire had only access to 9 of them. Most of the mapscript logic was more of a placeholder logic so I replaced it with a proper mapscript. I had not tinkered with mapscripts before but it turns out that most games that create procedurally generated maps use a similar algorithm. Compared to civ games I am doing a few things differently.
- The geography is more chaotic. Most of the later civ games have mapscripts that are build around multiplayer balance. You mostly know how a pangea map or a continents map or an inland sea map looks like. I always loved about civ1 that the map was truly random and you never knew if you started on a small island or a big continent.
- Biomes can be anywhere. In civ maps deserts are mostly restricted to the middle of the map because that is how earth looks like.
- Some regions on the map have a high density of resources while other areas have barely any. This increases the value of exploration as some areas of the map are way more valuable as other areas and also encourages to spread out cities more and not build them next to each other in min distance.
- There is still the wilderness function that I added in MoM. Wilderness controls how dangerous an area is. In current Master of Mana mod wilderness increases more or less linearly with distance to start locations. In the new mapscript there are areas with high and low wilderness and they have more of a random shape. I will also add more customization options so players can decide how tame or dangerous they want the map to be.

For the new mapscript I also needed ocean graphics. Since I had to deal with all the terrain graphics anyway I also improved quite a bit of the existing terrain graphics stuff based on what I noticed in testgame I and testgame II.
Here you can see new volcano at day and at night.
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Here is the current roadmap.
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I have started now testgame III. I am playing as a schemer, the inspiration for that is Littlefinger from Game of Thrones. My starting leader talent is Infiltrator which gives me access to a bunch of spy related actions. My first action was to assasinate the leader of a nearby bandit stronghold and replace him with a puppet leader. I do plan to turn them into a small vassal and a puppet leader makes that a lot easier. I have given them some of my population to gain their trust, bought maps from them for gold and later send my thieves to steal back some of that gold. I have also recruited a lot of archer mercenaries from them.

I aim for the Organization Victory which means I need to do 30 'tasks' for organizations. These are small quests that make the organization more powerful and give you more influence within the organization. I have no idea how viable or fun it is to do 30 tasks, I guess I will find out. I usually only do about 10 per game. The quests don't have any individual reward, you only get rewarded for doing X tasks so it is best to focus on the tasks that you want to do anyway and leave the difficult tasks to the AI. Well, you can only do three tasks at the same time, that victory will probably not be easy.
 
The game looks complex and exciting. You're making it on your own, aren't you?
Have you considered selling it rather than giving it away for free?
 
The game looks complex and exciting. You're making it on your own, aren't you?
Have you considered selling it rather than giving it away for free?
If I were a millionaire I would give it away for free. But bills have to be paid. I do the coding and the writing. A little bit of the art. For the other art I buy licenses from artists. Sounds, music, textures, etc. I hope that with sales I can atleast get back the money I invested into the game, but I have no idea how likely that is. I have a very good feeling about the game but it might just be wishful thinking. Time will tell.

I am making the game because no one else makes the kind of 4x games I used to love. I tried to get into civ5/6/7 but just couldn't love them. I don't know what it is but something feels off for me.
 
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