Version 0.5.4


Changelog

As per usual, here is a link to a Timelapse Video, showcasing the latest features.

Notable Changes:

  1. If a civilization is large enough, its name will be shown on the map(makes it a WHOLE lot more interesting to watch)
  2. Fixed the game name's spelling - it is now Venire, Videre, Vincere
  3. Added an Oasis and some patches of grasslands to the Boot World Map
  4. Removed "Extra Generation Settings" like islands, bodies of water, and coasts having grassland border them
  5. Collapse of civilizations is now handled globally - instead of any civilization collapsing, there is instead a 5% chance every 10 seconds for the game to pick a random civilization and make it collapse.

GUI Changes:

  1. Separated the "Back to Main Menu" Button in the Starting menu from the others with a line separator
  2. The Complacency Score of a Civilization is no longer visible
  3. When buttons are pressed, they are now cyan
  4. Redid the Game Speed Buttons - They are now in a Button Group with a less hacky solution
  5. The Terrain Painter Tab now shows which terrain is selected(starting with grass)
  6. Added a Paintbrush cursor to when a Civilization's control is painted as well
  7. You can no longer paint terrain with the sandbox panel closed
  8. When you switch tabs from terrain painting, the paintbrush is unset(to stop you painting when you switch tabs)
  9. Dealt with incorrect civ numberings

Other Changes:

  1. Countries no longer lose supply in their borders due to war.
  2. When a Civilization conquers territory successfully, there is another 0.1%-chance opportunity for it to gain complacency.
  3. When over 10% of a Civilization's territories are occupied, they are "overextended", which makes it a loss less likely for them to annex vassals, and halves their defensive capability in battle.
  4. Brightened the color of occupied territories.
  5. Vassal Civilizations' Borders have -1 supply, which has the effect of forcing their borders to be more "straight", similar to historical colonial possessions..
  6. Distance from the Capital once again affects supply.
  7. The number of foreign borders a border borders decreases supply.
  8. Frontier expansion also depends on technology now(but divided by 2, so every 20 tech levels, a civ will attempt to expand once more).
  9. Vassals do not expand more with technology, only once(but still participate in wars).
  10. It is no longer guaranteed for a civilization to lose a defensive battle if its territory is surrounded on 4 sides by the enemy(its defense will instead be divided by 4).
  11. A civilization's power is once again divided by its technology level.
  12. Greatly decreased the chance of capitulation by a civilization, but decreased the battle requirement to do so.
  13. Added "ish" as a possible demonym ending.
  14. Separated the Civilization territories from the main civilization object.
  15. Re-added randomness into battle calculations.
  16. Made Deserts and Snow have the same negative supply as mountains.
  17. Redid some territory-checking code, making the game faster.
  18. Recalculated negative effects from supply.
  19. The base supply for a civilization is now 1.
  20. The camera zooms in and out slower.
  21. When a Civilization collapses into splinter states, the original one is destroyed, creating a power vacuum.
  22. Supply calculations are based on terrain and its surroundings, but are cached in memory, to speed up calculations.
  23. Made the appearance of splinter states from a civilization's collapse have a 0.1% chance, rather than just having a maximum of 10 splinter states.

Files

Version 0.5.4 37 MB
Oct 07, 2022

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