Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Incline Axioms Of Dominion Overview

MoLAoS

Guest
Basics:
Nation managing/Empire building game
Province based map like Endless Legends/EU 4/CK 2/Dominions 4
Turn based, every turn is a month
Fantasy theme
Magic focused with magic affecting multiple areas of game play beyond warfare
Advanced economic and political gameplay
Population simulation
No turn limit or win condition

Goals:
The major goal of AoD is to allow players to make a choice about how to manage their society.
It should be possible to focus on areas like magic, espionage, and diplomacy to defend your nation.
Each sphere of nation building should be as deep and decision rich as the war mechanics.
Growth should be restricted by reasonable and interactive mechanics like integration and quality of life and logistics.
It should be possible to play an interesting game with little or no territorial expansion.

Gameplay:

As a sovereign of a fantasy kingdom you will have the ability to manage the many spheres of your society. There is quite a bit of detail in the spoiler tags below about specific systems but I will do a general and simplified overview in this section.

The major systems in the game are internal politics/government, industry/agriculture/trade, espionage/diplomacy, religion/ideology, population management, and warfare. Magic is integrated into all of these realms.

As noted in goals I have attempted to flesh all of these areas out equally. This means that instead of simplistic and artificial limitations on conquest which is the sole goal of the game you will have many choices on how you want to play. Going tall and going wide are equally viable. You could play 1000s of turns without ever initiating a war of expansion and can get quite far without even a defensive war if you so choose. You may engage in each of the spheres of gameplay to whatever degree you prefer.

Some AI nations will operate primarily through espionage, some through trade, some through diplomacy, some through industry and others through warfare. Others may balance their choices between 2 or more areas. You face a similar choice.

There are approximately 10000 provinces and 1000 nations on the standard size map currently. This may change based on beta testing if people lack computers that can run the changing turn function quickly. World conquest is theoretically possible but highly unlikely. If its done at all it will take 1000s of years and probably 10s of thousands of turns on the current map size. So perhaps several years in real life? 10 or more?

Mechanics that are abstracted highly or even away exist in Axioms. Instead of hitting change culture you must engage in a campaign of propaganda to easily alter the goals of your populations. Instead of sending a diplomat to "integrate" new territories you must slowly involve new provinces and populations in the bureaucracy and life of your empire.

There are no "states" or "cores" or "territories" or "colonies" or "corruption". The status of a given province is based on the way you administer it. Vassals are character relationships with player defined agreements. You don't vassalize a nation. You ask if they will accept a certain agreement like royal marriage, defense treaty, 25% tax, open borders/trade, etc. You can set agreement templates if you don't want unique agreements between you and each subordinate state.

The decisions you make moment to moment depend quite a bit on your larger choices.

If you run an espionage focused kingdom you may spend time allocating intelligence funding, bribing or blackmailing people based on information you have on them, creating and executing plots to overthrow your overlord or cause a neighboring kingdom to collapse and other such stuff.

If you focus on magic and industry you may spend time exploring ancient ruins from the "age of blank" for magic and books, building mines and training wizards or w/e.

If you are a single city in a good position with a deep harbor and focus on being a trading nation you might spend time spying on trade rivals, brokering trade agreements, exploring to find new lands with new goods, funding expeditions to ancient ruins for rare loot or working to find ways to build better and faster ships.

If you want to conquer the world you may be growing population for your armies, building roads for your supply caravans, mining ore for weapons, negotiating treaties for vassals or provinces, hiring mercenaries, paying shady foreign agents to cause chaos in a target nation or other such stuff.
 
Last edited by a moderator:

Norfleet

Moderator
Joined
Jun 3, 2005
Messages
12,250
Ambitious yet vague. Classic vaporware material. Let us know how it actually turns out.
 

MoLAoS

Guest
Picture of early build:
VaoMpia.png

Government:

Governments are not hard coded with a couple little nation modifiers. Government basically works like this. You have a government panel and you can assign duties and abilities to "titles".

So you could have a nation where a "count" controls one province and has to pay 25% of income to the "duke" or "king". It could be that simple. You could go deeper and have an HRE style government. You could make an "elector" who has to control at least one province and can vote for the next leader. Then you could have a "prince" which is anyone who has at least one province. They could be required to pay 40% of income as tax and be banned from attacking other princes. There are a lot of possible set ups each with their positives and negatives.

You could also have a "council" on top of a leader and all people who own one or more provinces have to vote on things like wars.

There are some opinion modifiers for each system. The less direct power a leader has over land the high his subject characters and populations opinion of him will be. Higher taxes lower opinion. Taxes can be set based on fantasy race, religion, caste/class, nation of origin, etc. They can also be set directly on a specific population. You can have nobles allowed to control taxes or you can let each character in the chain of command set their own taxes or you can control taxes to the crown and what a lower lord gets.
Acceptance/Integration:
Government technically extends beyond the above abilities. You can also set policies and edicts for those under your leadership. You can also allow lesser nobility to set their own policies. Government policies are a broad category of options and affect how you integrate new populations into your empire as well as manage current ones.

You can appoint populations to positions of authority below province ownership, essentially bureaucracy to the same granular level as taxes. You can also make laws about appointments based on province or character. Unlike the "integration" options in game like Europa Universalis 4 you don't integrate lands with "cores" and "diplomats/timers".

Essentially populations view you positively based on the degree of integration into the political and cultural life of the society. Which positions they can hold isn't as important as the cumulative power they have. So dwarves could be tax collectors and elves could be military officers and both be equally happy. Whereas gnomes are mad they don't get any government positions. Integration creates a positive modifier that can counteract things like higher taxes. If you tax one group a lot but don't give them government positions they will probably be pretty mad.

There's not really any specific integrated flag or core flag or anything. The accepted culture mechanic from EU4 and the distance from capital/corruption mechanic from Civilization are all subsumed by this system. The same for "autonomy/states/colonial" in EU4 or "Centralization" in CK2 or "Influence" in Vicky2. You have an opinion value based on many factors that determines how much tax income or manpower or w/e you can get from a given population/province. Quality Of Life bonuses have the same effect. Essentially this mechanic of "Opinion" also contains the "bread and circuses" used by Rome.

Every single decision you make trades off of your limited opinion resource with characters and populations. There are a couple other mechanics tied here that I'll discuss below.
Diplomacy:
Diplomacy is all about relations between nations. It usually takes place between ruling characters of different nations. There are numerous diplomatic actions which can be empowered though various means. You can foster noble children, forge marriages, give gifts of cash or goods, make promises of military support, trade magical secrets and so forth.

Acceptance is based on the value of what you want vs the opinion of the other party of you as well as modifiers. Blackmail using secrets of espionage or a promise of fulfilling a secret desire add value to your side. You could even promise to implement a policy in or nation. AI characters will remember what you've promised and when you've failed to follow through. You could go back on part of an agreement if you think the cost in trust is worth it.
Espionage:
Espionage is all about gathering information on other characters and provinces and leveraging it to assist in other goals like national defense, trade, gathering knowledge and so forth. Each character in the game has the ability to engage in espionage.

They will have an "intelligence network" which they can fund with various province or character based targets. Characters all have secrets as well as desires which you can discover through espionage. Secret actions that characters are involved in can also be discovered. Discovery is somewhat random although it accounts for your funding choices. Characters can engage in counter espionage as well to discover who is spying on them.

An example of a super explosive secret you discover might be that the ruler of a dragon worshiping nation who gained power thanks to visual changes indicating a divine mandate is in fact keeping a dragon imprisoned and drawing draconic characteristics and abilities from it. Such a powerful secret could be used for blackmail to gain significant benefits. Alternatively you could reveal it to the world in order to destabilize the political situation if the nation is powerful. If its weak perhaps the chaos is all you need to successfully conquer it.
Internal Politics:
Internal politics is about the interaction between characters and populations inside a single nation. It involves integrating new territory and population, government policy, ideology, and other such things.
Quality Of Life:
Quality of Life deals with a rather unique part of Axioms of Dominion. It combines the idea represented in simplistic form in Victoria 2 with the ideas of city building games like those of Impressions. It concerns the material, spiritual, and political satisfaction of the various populations in each nation. It interacts heavily with the ideology system.

Access to plentiful food and varied food options greatly increases happiness/quality of life. Losing access to these things will decrease it. The same goes for clothes or furniture or other such things. Quality of life is slightly relative.

Sort of like the culture mechanic in Civilization those nations with high quality of life can influence the ideological beliefs of nearby nations and potentially be able to initiate a voluntary territory exchange. Well obviously the overlord won't be happy but a mayor or noble and the population may desire to switch sides. This process is pretty long with various ways for the original owner to interrupt it.
Ruler Styles:
In the section on acceptance and integration I talked about the "Opinion" resource you have with characters and populations. There are some linked but not identical mechanics that provide some of the same value. Rulers can be feared or loved and they can have prestige and influence. Fear of a ruler is layered on top of Opinion.

So a revolt or betrayal or plot is less likely to be instigated against you if you are greatly feared. Love is generally already covered by raising personal character opinion from certain actions. Fulfilling secret desires, a ticking value from following through on commitments like alliances. Prestige functions similarly to Quality of Life in that it boosts opinion. It is gained from success. Winning wars and so forth or personal deeds that tie into ideology.

Fear is generated from negative actions like knowing secrets or having killed traitors or cracking down on rebellions. To some degree fear is calculated separately for each character and population. So oppressing dwarves but treating elves well means elves gain less anger if they are ideologically opposed to oppressive actions.
Propaganda:
Propaganda interacts primarily with the ideology and religions systems in the game. It also has some interaction with internal politics. Propaganda is more of a mechanic than a system really. Essentially you provide resources and funding to spread various ideas for various purposes. So you'll promote beliefs among the populace that correspond to the way you want to direct your nation. Other characters in the game will have their own propaganda agendas. Propaganda can be about the way your people view magic, or science, or warfare. For instance a nation that is very into warfare would engage in propaganda to support wars and warrior culture.
Ideology:
Ideology is about the way your society views the world. It ties into religion as well. Essentially all AI characters and all populations have various beliefs at various levels of intensity about the world. These views can be modified intentionally by propaganda. Propaganda can become more effective if your society has low quality of life because your population can interpret this as evidence of decadence or blasphemy or something. Ideology will drift slowly over time based on what societies are successful.

Ideology interacts with religion in that various spirits and deities prefer different societies. Each non nation specific deity will reward those who adhere to their tenets and punish those who don't while nations specific deities will support their nation if it believes the right things and aid them against other nations.
Industry:
Industry involves the gathering and processing of natural resources to produce various products. Different products will have applications in different areas like combat and quality of life. Industry will function somewhat like a city builder without the spatial aspects. You'll need to set up production chains within and between provinces to gain advanced processing and production capabilities. Magic will allow for potential applications that your access to natural resources can't. Various goods can be used in warfare, construction, or quality of life. Fancy clothes or furniture or pretty building materials for instance will generate happiness among some classes.
Trade:
Trade involves the exchange of knowledge, populations, resources, and products for the betterment of both partners. Trade is more varied than perhaps most games allow. You could be sharing knowledge through characters providing training, access to national or private libraries, or other things. You can also allow merchant access, create direct trade treaties, etc. Trade friendly nations will have relations bonuses to each other while anti trade nations will dislike them but like each other. Populations and characters with similar ideological views will gains bonuses and maluses to opinion for all of their beliefs compared to each other.
Religion:
Religion in the game revolves around primal and created deities and spirits. Deities have a primary essence and 1 or more secondary essences. You might have a deity with warfare primary and metal and magic secondary or a water primary and growth and chaos secondaries or all sorts of other things. Deities pay out rewards based on their essences and also determine how they feel about you the same way. You can get unique magic, items, or buffs based on whether you put them in a good mood.
Magic:
Magic deals with the application of unique materials and energies that can improve all aspects of a nation including industry, warfare, health, espionage, and foresight.
Magic can "predict the future" through something like farsight/foresight. These kinds of magics essentially read the hidden goals of AI characters and give you that information in a sort of limited way. Espionage can do something similar but more specific but it requires more effort and becomes more difficult at range.
Magic can provide alternate means of fulfilling building requirements, allow for unique weapons, modify creatures or sentient races, and other such things. One example might be a building for storing food through cooling. You need "coolness" to power it and you could generate this through shipping in ice or a special reaction or through a magical source of coolness. The same goes for heat.
Magic can also provide quite significant changes to a society. Discovering a very powerful magical resource could reshape industry or warfare. Something like a "power crystal" could allow various significant developments in technology and magical warfare. Of course a critical decision here is whether to go all out of utilize the resource at a more measured pace.
 
Last edited by a moderator:

MoLAoS

Guest
What is the engine? Or rather what is it written in?
Its written in C++. I use SFML and TGUI for graphics and interface. Simple, easy to extend with custom C++ and relatively performance capable for the purposes I use them for. Also they are ZLIB licensed which is excellent.
 

Dim

Not sure if advertising plant?
Joined
Feb 24, 2012
Messages
562
Location
Syndi Vegit notanatzi
Why use a programing language directly? Why not us an engine. I guess the number of nations is your reason. But was that really worth it?
 

MoLAoS

Guest
Why use a programing language directly? Why not us an engine. I guess the number of nations is your reason. But was that really worth it?
I mean, flexibility, performance, stuff like that. Also, since the graphics is done by SFML and the GUI by TGUI an engine really serves no purpose. Its not like writing gameplay code is a whole lot easier in an engine.
 

Dim

Not sure if advertising plant?
Joined
Feb 24, 2012
Messages
562
Location
Syndi Vegit notanatzi
That can't be right. I am not functional now but t sounds like engines are pointless. What about extensability and net code? and graphiics now that I think about your screenshot. and gui.
 

MoLAoS

Guest
That can't be right. I am not functional now but t sounds like engines are pointless. What about extensability and net code? and graphiics now that I think about your screenshot. and gui.
There's no multiplayer so no need for netcode. I don't really care too much about graphics and GUI. The current stuff is just whatever I threw together in 10 minutes so I could work on game code though. I don't understand what you mean by extensiblility. Since I wrote all the code I have total control.
 

DakaSha II

Prospernaut
Joined
Mar 26, 2016
Messages
209
Why do your provinces/map look like layered turds. Is the map procedurally generated?
 
Last edited:

MoLAoS

Guest
Why do your provinces/map look like layered turds. Is the map procedurally generated?
That was just hand drawn in the minimum amount of time in GIMP with the citcle tool. Just needed a map to develop on.
 

MoLAoS

Guest

DakaSha II

Prospernaut
Joined
Mar 26, 2016
Messages
209
Why do your provinces/map look like layered turds. Is the map procedurally generated?
That was just hand drawn in the minimum amount of time in GIMP with the citcle tool. Just needed a map to develop on.
Oh. No procedural maps, no buy
The maps will be procedural later. Although you are always able to make one in GIMP if you like. The auto-gen world maps will be procedural.

How do you plan on generating a cohesive province map
 

MoLAoS

Guest
Why do your provinces/map look like layered turds. Is the map procedurally generated?
That was just hand drawn in the minimum amount of time in GIMP with the citcle tool. Just needed a map to develop on.
Oh. No procedural maps, no buy
The maps will be procedural later. Although you are always able to make one in GIMP if you like. The auto-gen world maps will be procedural.

How do you plan on generating a cohesive province map
There's many ways to make procedural maps. I'm gotta futz with a few options and see what I like.
 

DakaSha II

Prospernaut
Joined
Mar 26, 2016
Messages
209
Why do your provinces/map look like layered turds. Is the map procedurally generated?
That was just hand drawn in the minimum amount of time in GIMP with the citcle tool. Just needed a map to develop on.
Oh. No procedural maps, no buy
The maps will be procedural later. Although you are always able to make one in GIMP if you like. The auto-gen world maps will be procedural.

How do you plan on generating a cohesive province map
There's many ways to make procedural maps. I'm gotta futz with a few options and see what I like.

What are these many ways. Voronoi diagrams only get part of the job done.
 

DakaSha II

Prospernaut
Joined
Mar 26, 2016
Messages
209
Still waiting on a rundown of the "many ways"
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom