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event horizon ø

gCity - planetary city survival sim
A browser game made in HTML5

this update focuses entirely on the 'events library', forecasting system, improvements to the existing events, stability of scaling events, and demonstrates a small semblance of the game's underlying design theory of modular compounding complexity: 

- new forecasting menu with subtle information about events such as a tag for if they involve a player decision, how many choices there are, how long they would have to decide, what cooldown is attached to the event, or what the current event probability scaling multiplier is.

- many new events added across an extreme variety of themes, conditions, scales, and branching results. These include new crime/hazard variety, new reactive events according to city stat conditions, relative conditions and relative scaling, reactive events from concentration of certain resources or buildings or extreme stat values, events scaled in probability based on many factors, events pertaining to many individual buildings and their thematic hazards or benefits, and more. There are so many new events in the events expansion that the forecasting menu's optimization is called into question. 

- more complex event probability scaling and cooldown systems to accommodate larger event variety with less risk of softlock scenarios or recurring rapid consecutive events. In particular, the 'unlimited' stat types will often have diminishing effect on scaling event probabilities compared to the linear scaling of the ones that min/max at '0~100%', and a global cooldown with dampened probability of consecutive events on a gradient scale, alleviating several concerns about having too many different events added to the library.

- rebalanced many existing events in terms of probability/costs/rewards as well as a new 'partial payments' system for many events where there are credit costs associated with granular rewards such as resources (choice selection will say 'up to X' in case of valid partial payment).

- many of the events indirectly influence the balance of buildings that are associated with them, in positive or negative ways, such as an obvious example of more crime events promoting more crime management, or a similar case for different kinds of fire hazard. However, there are now many events pertaining to individual buildings or types of buildings, along with some that are a hybrid between building quantity or stat combinations. The balance impact of this event expansion exists in aggregate, but makes clear assessment of balance comparison between individual buildings/stats much more complex (ex: highly valuable event reward scaling from a weak building/stat)

-  many new temporary effects with varying impact/duration which also compound onto the event variety in 'cascades', such as an event causing temporary -%trust in your city then another event becoming more likely because of the low trust value, sometimes creating escalation of otherwise negligible temporary issues if they are not mitigated in some way, and adding much more weight to the various pro/con scenarios of lowering a stat in favor of another.  There are so many new temporary effects within the events expansion that there becomes a serious risk of a large endgame city breaking the top bar UI with effect icons.

- many old/new events gain branching probability of results, effectively making them into miniature event categories. The forecasting does not currently handle complete information of these possible branches, but larger cities of different variety will begin to deviate significantly in the kinds of events/results they see along the way.

- scaling of all events towards tiny %chance probabilities such that very few individual events are 'common'.

- many old events have improved information given from event results, such as several of the invasions giving more complete information about rewards/casualties instead of only having thematic placeholder text. 

This will all need more work as well as balancing and bug fixing or resolving edge cases and other problems. Notably, many of the new event choices that involve dynamic behaviors have vague placeholder text in place of full information about their criteria/result, and many of them have arbitrary placeholder values for things like dynamic exchange rates, creating extremely unbalanced scenarios like trading food:iron at a 1:1 ratio during certain events. There is also a dissonance between new/old event probabilities, making older events much more common on average by comparison, and the new events are very minimal in terms of new military invasion variety (more will be added in the next military expansion).

Something else to consider is that events are an extrapolation of building/stat/resource variety, so they are slightly constrained in their current scope like a fish in a little bowl of water. Then again, buildings are constrained by stats and can interact directly with event probabilities (ex: lightning rod). Stats can also be derived from the events themselves, as a type of stat interacting with so many events is enough to warrant its presence and dictate its balance (ex: crime/fire). 

tldr: everything multiplies everything and you have yet to see the true magnitude of my insanity. 

Files

  • itch_stage_i82wj70e-itch-20251128-185006.zip 183 kB
    10 days ago
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