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Old 12-03-2020, 11:51   #5
Matrix
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Join Date: Mar 2003
Location: Tampere, Finland
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It's going steadily but well! Mainly my graphic designer friend and I are working on it. I can show a screenshot soon, though it's going to look a lot different and we don't have anything close to a working game yet. Our aim is to have a prototype by the end of the year.

We made a few decisions regarding game mechanics:
  • Movement will go like in Diplomacy: you give your units orders and they all get executed at the end of the turn. Some units will be able to move more tiles than others, which might make resolving movements and battles slightly trickier. However, there are no separate orders for moving, attacking, and supporting like in Diplomacy, but you can tell units whether to engage in combat when it encounters specified rival units.
  • There will be districts or specialisations per tile. One of the tiles is a city/government centre. Not really like in Civ6 though. You don't have to build a district first, and buildings can be upgraded to something else rather than adding something extra.
  • Cities are no entities on themselves. Population units work on tiles to farm, contruct, research, make weapons, etc. They can learn specialisations in the type of work that they do. Kind of how it worked in Colonization.
  • Weapons are created in armories and such buildings and stored either there or in a separate arsenal (TBD). When weapons (and horses (and armour?)) are mounted to units, they become soldiers.
  • The number of 'grounded' civil units that you can give new others every turn is restricted. So you cannot order all your farmers and researchers and merchants to do other work in one turn, or they will become unhappy. This is for two reasons: it prevents tedious extensive micromanagement and it is more realistic.
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Last edited by Matrix; 13-03-2020 at 23:06.
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