Version 0.4.1


This is a small update, but there are a few notable features.

Changelog for Version 0.4.1:

Notable Features:

  1. Instead of using Raycasts, Civilizations now have "Ships" which they send to explore and/or invade coasts. These ships move in a direction, with a small chance to change direction. They will also avoid their own coastal territory, but if they find territory not owned by their parent Civilization, they will attempt to expand into it.
  2. Each Civilization now has a "Strength", which can be one of the following:
    1. Better Defense - Defensive Strength is doubled
    2. Better Offense - Offensive Strength is doubled
    3. Greater Supply - +2 Supply, making expanding into Harsher Terrain easier
    4. Greater Stability - Bonus +0.25% to Stability per tick
    5. Less War Exhaustion - A bonus of 0.25% to War Exhaustion Decay
    6. Faster Research - Bonus +0.25% to Research progress per tick
  3. This "Strength" is randomized every time a Civilization gets destabilized, as if to simulate the policies of a new political system.
  4. At the end of the game, instead of generic victory text, it will be based on the Civilization's strength.
  5. Redid the GUI to be a little more aesthetically-pleasing
  6. Added "Deep Oceans" - Civilizations' ships will be destroyed if they enter them until they reach
    tech level 25. These have also been added to the "Large Islands" world Generation type, as well as implemented into the custom map-from-image tool.

Everything Else:

  1. Civilizations that have territories to start with are also slightly-faster in researching.
  2. Simplified the code for research progress.
  3. When a civilization loses a tech level at tech level 1, it'll lose 5% stability, not 10% stability.
  4. When a civilization "collapses", it also loses 5% war exhaustion.
  5. Removed randomness from battle computations.
  6. When a vassal civilization is selected, its overlord's color becomes cyan.
  7. Added more demonym options.
  8. All battles now produce a bit of research progress for both sides.
  9. When civilizations declare war on a civilization they discovered by coast, they will IMMEDIATELY attempt an attack.
  10. Civilizations, when defending, have their strength divided by the number of wars, to simulate their defenses being overextended in war.
  11. Civilizations that are destabilized can expand again, albeit with a 10% chance each attempt, and also slowly lose land, rather than just losing a large chunk at once.
  12. Overlords will no longer fight wars with their vassals.
  13. When a civilization is selected, civs it's allied with are colored blue, and civs it has truces with are colored orange.
  14. Decreased the chances for civs to break alliances and end truces quickly, creating more diplomatic order.
  15. Stability below 50% causes research progress for civilizations to go down.
  16. More emphasis is put on war exhaustion, not stability, when calculating battle strength.
  17. Stability change is no longer affected by technology - stability will always  increase by at least 0.1% each iteration if there's no war exhaustion.
  18. Ditto for war exhaustion - if a civ hasn't fought for more than 10 ticks, war exhaustion will decay by 0.5%.
  19. Overlords now lose stability if their vassals are stronger than them, not the other way round.
  20. The screenshot taken text actually shows when pressing F10 to take a screenshot.
  21. The custom map generation tool's colors for grass, coast and water actually correspond to those ingame.
  22. Removed the "Chaotic World" world generation type.
  23. The game is now in full screen.
  24. Increased the pacing of the game by adjusting various quantities, making 10x speed less-mandatory for a non-boring experience.
  25. Vassals under the same overlord should no longer fight each other.
  26. If a civilization is destabilized, it will lose all its research progress.

On a side note:

Yay, I learned how to properly format my posts on itch, so these devlogs should be a little more readable!

Files

Version 0.4.1 15 MB
Aug 29, 2022

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