The core idea is basically turn-based, hex-based 4x game strongly inspired by civ, that is extremely moddable, like Factorio. We're adopting plenty of civ inspired mechanics and plenty of original ones, including possibly most importantly a pretty deep politics system. The project has been in the works for 6 months by now. It adopted a similar structure to Factorio, with the engine in a compiled language and all content defined in mods. I'm working on the engine and it becomes more and more apparent that we really need a campaign (base mod) up and running to start properly playtesting.
The modding API is heavily inspired by Factorio and as such extremely similar, so prior Factorio modding experience basically means one can mod our game. Experience with Civ is so that you have something to draw from in order to understand the general intended vibe. The game isn't a copy by any means, but there's plenty enough similarities.
Just as a note, we don't have everything drawn out precisely yet. Plenty is, but there's plenty to do. As a starting point, take Sid Meier's civ.We have the techtrees, cities, the pops, the production, the natural growth dictated by food, the buildings, units, special projects and so on. We differ on territory though. Cities in our game may only have 3+population buildings in them and they can only be built in neighbourhood of other buildings of the city. And on the player's territory which is taken automatically around buildings. Buildings can have their own production, separate from the city, but they can't make buildings with it, only units and special projects. This part is fully implemented.
Then there's politics. Politics is a loooong design doc, but once you grasp it, it's pretty straightforward. Politics is in the works right now. I believe I'll complete the implementation of the doc this week.
Everything else is loosely defined and not implemented yet. So internal trade (moving resources between two cities at a small cost), foreign trade (specific exchanges over specific routes), victory conditions (yeah we don't have that yet), and international relations (individual relations are very loosely defined, we'll probably gravitate towards a simplified version of what civ 6 has. More general international relations will probably be tackled with largely customisable International Organisations that will work heavily with the politics system. Speaking of, we can generally augment anything related to diplomacy with the politics system).
Looking for modders familiar with Sid Meier's Civ games, interested in a rev-shared project.
Place to post guides, observations, things related to modding that are not mods themselves.
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- Burner Inserter
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- Joined: Tue Dec 31, 2019 6:02 pm
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