MoLAoS
Guest
Due to Johan fucking up EU4, and the modding being simply impossible with such poor error checking and documentation, I figured I'd make my own game. My previous project was never finished, mainly due to issues with modifying the 3d graphics system and lacking good looking models. Basically the engine works but it died in the content stage. And sadly with a lack of amazing city building and rts games out it was hard to be inspired to finish the game as I was more and more playing grand strategy and turn based stuff. Also because I started with an open source engine there was no profit motivation either.
Anyways, I'm starting today on this project and hopefully it will be less of a massive undertaking due to requiring far less art asset wise and 3d graphics programming wise. Also I won't have to contend with a codebase that was not intended for my purpose, poorly done in some areas, and generally not amenable to easy modification.
I'd expect about 2 years of dev time, compared with the 3 or so I spent on my 3d exploratory strategy game and also much less downtime where I'm not motivated to work.
In order to shave a lot of work off compared to Paradox the game will probably not be as pretty as Paradox games, it won't have the history files like paradox games, won't have hard coded national ideas and all that stuff.
My goals are basically to create a game where you make actual decisions and the nature of your country springs mostly from your decisions over the game. Countries will not have hard coded national ideas and what not, nor the sliders of EU4. There will be a large number of variables that you can leave at base, or push to one end, slowly over the course of centuries, which will distinguish your nation. This changes will be driven by rituals in the case of magic, and follow naturally from your military and economic decisions otherwise. The changes in some areas will be sped up slightly from real life, for lore purposes perhaps assume that genetic divergence is sped up by ambient magic in the world or something. For instance nations that live in cold or high places will slowly become much more tolerant of the conditions there, thus giving them economic and military boosts compared to nations who are primarily based on hot wet low lands, but will be less effective in environments of the opposite extreme. Nations that live in the woods would slowly become more skilled at woods craft over time, while plains nations become better at say, cavalry warfare or something. Hopefully these changes will be on a per province level slightly modified by the total. So if you had a national region that was really cold but the rest of you lived in a more mild climate, you could recruit specialized cold troops. However a nation with 10 colder provinces to your one would specialize faster.
Magic and technology would be two similar variables to temperature but contrary to some standards, would not themselves be opposites. You could become a highly magical and highly technical society. The negative consequences here would somewhat mimic real life. Highly technical societies would drop in population growth and, not in real life since magic isn't real, highly magical societies would experience consequences like strange births, and maybe natural disasters to simulate mucking with nature. You could then either have the government kill monstrous births or train them for combat or something.
Although science and magic are not direct opposites, both would drain your cognitive resources. Unless you did some sort of long breeding program through magic or science to produce a smarter populace, your limited numbers of smart people would be split over a diverse number of activities, whereas a purely magically focused society would have more powerful magic generally, although they wouldnt benefit from magitech options. Notably, aside from training for intelligence taking a long period of time and lots of resources, you would generally become genetically weaker physically or maybe spawn some genetic diseases or something.
Economic policy generally follows similar patterns to the things above, specializing has consequences that are both good and bad. Similarly with autonomy and what not. Due to the nature of magic and science in this world however centralized states may not be the most effective unlike in our world where there was a massive push towards them.
In any case, off to work programming, I gotta spend less time talking about my game than I did last time and more time working on making it a reality.
Anyways, I'm starting today on this project and hopefully it will be less of a massive undertaking due to requiring far less art asset wise and 3d graphics programming wise. Also I won't have to contend with a codebase that was not intended for my purpose, poorly done in some areas, and generally not amenable to easy modification.
I'd expect about 2 years of dev time, compared with the 3 or so I spent on my 3d exploratory strategy game and also much less downtime where I'm not motivated to work.
In order to shave a lot of work off compared to Paradox the game will probably not be as pretty as Paradox games, it won't have the history files like paradox games, won't have hard coded national ideas and all that stuff.
My goals are basically to create a game where you make actual decisions and the nature of your country springs mostly from your decisions over the game. Countries will not have hard coded national ideas and what not, nor the sliders of EU4. There will be a large number of variables that you can leave at base, or push to one end, slowly over the course of centuries, which will distinguish your nation. This changes will be driven by rituals in the case of magic, and follow naturally from your military and economic decisions otherwise. The changes in some areas will be sped up slightly from real life, for lore purposes perhaps assume that genetic divergence is sped up by ambient magic in the world or something. For instance nations that live in cold or high places will slowly become much more tolerant of the conditions there, thus giving them economic and military boosts compared to nations who are primarily based on hot wet low lands, but will be less effective in environments of the opposite extreme. Nations that live in the woods would slowly become more skilled at woods craft over time, while plains nations become better at say, cavalry warfare or something. Hopefully these changes will be on a per province level slightly modified by the total. So if you had a national region that was really cold but the rest of you lived in a more mild climate, you could recruit specialized cold troops. However a nation with 10 colder provinces to your one would specialize faster.
Magic and technology would be two similar variables to temperature but contrary to some standards, would not themselves be opposites. You could become a highly magical and highly technical society. The negative consequences here would somewhat mimic real life. Highly technical societies would drop in population growth and, not in real life since magic isn't real, highly magical societies would experience consequences like strange births, and maybe natural disasters to simulate mucking with nature. You could then either have the government kill monstrous births or train them for combat or something.
Although science and magic are not direct opposites, both would drain your cognitive resources. Unless you did some sort of long breeding program through magic or science to produce a smarter populace, your limited numbers of smart people would be split over a diverse number of activities, whereas a purely magically focused society would have more powerful magic generally, although they wouldnt benefit from magitech options. Notably, aside from training for intelligence taking a long period of time and lots of resources, you would generally become genetically weaker physically or maybe spawn some genetic diseases or something.
Economic policy generally follows similar patterns to the things above, specializing has consequences that are both good and bad. Similarly with autonomy and what not. Due to the nature of magic and science in this world however centralized states may not be the most effective unlike in our world where there was a massive push towards them.
In any case, off to work programming, I gotta spend less time talking about my game than I did last time and more time working on making it a reality.