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Perhaps dealing with ongoing event? Like a pandemic? Political upheaval? Foreign incursion and so on.. Too many possibilities, and as the law/policymaker, the p
by e3bc54b2 6y ago
Perhaps dealing with ongoing event? Like a pandemic? Political upheaval? Foreign incursion and so on.. Too many possibilities, and as the law/policymaker, the player can make decisions in the fly, changing parameters that force the NPCs to make hard choices. Some profit, some lose and that can be seem with the resources/buildings/neighbourhoods affecting in real-time or semi-real time.
It will definitely make things more complicated, but a morale mechanism will speed up visual feedback on other things.
I like your idea, and it is very enjoyable in games like Crusader Kings/Europa Universal is where player can technically put down buildings, but almost all interactions with the world are via policy making and event based interactions, and most of the actual world moves on via actions of NPCs.
- dave_sullivan 6y agoAh, that's a good idea. I'm tracking things like wages, employment rate, GDP growth, hunger, happiness, education, health/disease. Less concerned about product differentiation (how many types of juice can I make?) and more concerned about how the various sectors of our modern economy interact and how AI/automation changes the equation. Based on yours and other replies, sounds like setting various policies would be a good way to go. A couple prototype screenshots in case you are curious as to what I'm talking about: https://twitter.com/_DaveSullivan/status/1377196666663677957 https://twitter.com/_DaveSullivan/status/1377196666663677957 https://twitter.com/_DaveSullivan/status/1375063612281217024 https://twitter.com/_DaveSullivan/status/1375063612281217024
- e3bc54b2 6y agoLooks pretty nice, and I am very much looking forward to someday playing through your make. Now something that I must say, but know that it may not be universally shared. I see you are making a 3D game. But there is a very particular reason why games like Crusader Kings/Europa Universal is/Civilization/Rimworld/Prison Tycoon/Factorio are 2D. They are inherently numbers games, and appeal to specific crowds. These are ultimately tabletops or rather very complex spreadsheets and ultimately as a player you re being statistician. There many successful franchiseare s on the contrary, like Tropico, StarCraft, SimCity but after playing through all of them, I've realised that fancy 3D worlds, while very pretty, take the toll on cognitive processing. Dwarf Fortress, while 3D with multiple layers, forces player to look at, deal with and think about only one at a time, with very distinct..uh..visuals and they do the job better than anything else. Ultimately you want to convey the information to player as fast as possible, make it as instantly identifiable, and intractable as possible. Graphics, especially faux 3D like Ck3 or Civ4/5/6 are pretty nice and help with that ultimate goal, not hinder. Just my 2c, and something to think about. Be assured that I'll play your game regardless (I spent many an hours on Tropico series, along with every other game listed above. No regrets :))