Devlogs
Version 0.5.3
This timelapse shows off what Version 0.5.3 behaves like.
Notable 0.5.3 Changes:
- Introduced a Complacency Score, a representation of how complacent a civilization has grown. There is a 0.1% chance every second for a civilization's complacency score to go up by 1. If a civ collapses, its complacency score is reset to 0.
- Complacency score acts as a divider for a civilization's defense, as well as decreases the likelihood for a civilization to gain a tech level.
- For each vassal a civilization has, there is another 0.1% chance to gain complacency.
- Small civs(less than 100 territories) do not gain complacency, nor do ones that are destabilized or at war.
- Complacency also increases the chance of a civilization to collapse.
- Added a new "Fantasy World" Procedural Generation Type, which places Hills, Mountains, Deserts, Snow, etc. based on noise, producing rather interesting "fantasy" combinations.
- Re-Added the "Occupation" territory type for Civilizations, which is acquired when a Civilization annexes another one. These take longer to integrate, and are rapidly lost if a nation is destabilized. Occupied territories, when attacked, have their defense value divided by 2.
Other 0.5.3 Changes:
- A "surrounding" factor has been introduced to battles, by which the defender's strength.
is divided - if a territory is bordered e.g. on two sides by the attacking civ, its defensive strength will be divided by 2. A civilization that is completely surrounded(i.e. a 1-territory enclave) will instantly lose in battle, to prevent ugly exclaves. - Greatly increased the requirements to vassalize a civilization in battle, making it rarer.
- Halved the chance for a civilization to restabilize after being destabilized.
- Every 10 technology levels, a civilization will get an extra attempt to conquer territory(which means late into the simulation, Civs will be conquering large swathes of land rather than 1 territory at a time).
- When changing a selected Civ's tech level, you can hold down shift while pressing the buttons to increase/decrease it by 10 rather than 1.
- Distance from capital now plays a role in a civilization's defense when fighting over territory(but this penalty decreases with tech level).
- Civilizations will only successfully split in half if the second half is at least 25% of the original one's size.
- When a civilization attacks another civilization coastally, that civilization will spawn a ship at the coast in which it was attacked, as if to simulate retaliation.
- Increased the risk of collapse from 1 in 5000 to 1 in 10,000 - but also doubled the chance for a destabilized civilization to collapse again.
- Civilizations can now only spawn in Grassland, not Grassland and coast(to prevent them being stuck on e.g. coasts neighboring deserts).
- Increased the likelihood of civilizations diplomatically vassalizing their allies if the allies are weaker.
- Overlords will take some territory from their Vassals if they surround it on 2 or more sides and have more supply than the vassal
in that territory.