Version 0.5.3


This timelapse shows off what Version 0.5.3 behaves like.

Notable 0.5.3 Changes:

  1. Introduced a Complacency Score, a representation of how complacent a civilization has grown. There is a 0.1% chance every second for a civilization's complacency score to go up by 1. If a civ collapses, its complacency score is reset to 0. 
  2. Complacency score acts as a divider for a civilization's defense, as well as decreases the likelihood for a civilization to gain a tech level.  
  3. For each vassal a civilization has, there is another 0.1% chance to gain complacency. 
  4. Small civs(less than 100 territories) do not gain complacency, nor do ones that are destabilized or at war.
  5. Complacency also increases the chance of a civilization to collapse.
  6. Added a new "Fantasy World" Procedural Generation Type, which places Hills, Mountains, Deserts, Snow, etc. based on noise, producing rather interesting "fantasy" combinations.
  7. Re-Added the "Occupation" territory type for Civilizations, which is acquired when a Civilization annexes another one. These take longer to integrate, and are rapidly lost if a nation is destabilized. Occupied territories, when attacked, have their defense value divided by 2.

Other 0.5.3 Changes:

  1. A "surrounding" factor has been introduced to battles, by which the defender's strength.
    is divided - if a territory is bordered e.g. on two sides by the attacking civ, its defensive strength will be divided by 2. A civilization that is completely surrounded(i.e. a 1-territory enclave) will instantly lose in battle, to prevent ugly exclaves.
  2. Greatly increased the requirements to vassalize a civilization in battle, making it rarer.
  3. Halved the chance for a civilization to restabilize after being destabilized.
  4. Every 10 technology levels, a civilization will get an extra attempt to conquer territory(which means late into the simulation, Civs will be conquering large swathes of land rather than 1 territory at a time).
  5. When changing a selected Civ's tech level, you can hold down shift while pressing the buttons to increase/decrease it by 10 rather than 1.
  6. Distance from capital now plays a role in a civilization's defense when fighting over territory(but this penalty decreases with tech level).
  7. Civilizations will only successfully split in half if the second half is at least 25% of the original one's size.
  8. When a civilization attacks another civilization coastally, that civilization will spawn a ship at the coast in which it was attacked, as if to simulate retaliation.
  9. Increased the risk of collapse from 1 in 5000 to 1 in 10,000 - but also doubled the chance for a destabilized civilization to collapse again.
  10. Civilizations can now only spawn in Grassland, not Grassland and coast(to prevent them being stuck on e.g. coasts neighboring deserts).
  11. Increased the likelihood of civilizations diplomatically vassalizing their allies if the allies are weaker.
  12. Overlords will take some territory from their Vassals if they surround it on 2 or more sides and have more supply than the vassal
    in that territory.

Files

Version 0.5.3 37 MB
Sep 21, 2022

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