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(1 edit)

I feel like research and technology fits under interesting world in that it provides depth to the world and a progression in terms of production. It can also be a management challenge not just in terms of allocating human (and other) resources but also effectively retooling your industrial and distributive mechanisms to account for changes in productive goals. I have a vague idea of a very opaque but organic tech system that could also supply both mystery and surprise.

Boats can also be used for world building in that they could supply a safe means of interacting with distant entities. I doubt Sumer would've had many Harrapan trading posts if they had to walk the whole way through multiple foreign Nations each way. Think also of (admittedly iron age) Phoenician colonies as far flung as Senegal and Britain in search of trade goods.

That said, my biggest near term desire for this game is more economic depth, especially more supply chains so that my empire has more reason to expand and my cities can be more specialized. And tin. :P I'm not sure it makes sense until you've fleshed out the city and especially intercity mechanics a bit more, as you are.

In fact, I've been quite happy with your current pace and direction of development. I'm not convinced that feature creep is really an issue here as much as the core concept being fertile to the point of becoming a distraction in itself. I think your current focus should be on breadth instead of depth, and definitely not too much on balance until most core systems are in place. So maybe no no tin for a bit...

That's just, like, my opinion, though. I've actually been planning to make another detailed post of suggestions. Perhaps I'll start working on that.


edit: I accidentally a word.

I just wanted to add that I really want to see this project grow and develop over a long period of time, maybe something like prison architect in terms of open development. I've said it before, but this really is shaping up to be the game I have been looking for, and the loops are already so strong....

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I'm not planning on making Bronze Age my life's work like Toady is with Dwarf Fortress. It's actually the longest I've stuck with a game so far, and I've made it through a couple burnouts. Focusing on the core gameplay is a guard against future burnouts, so that there will be a playable game no matter what.

My hope is that after the next few releases it will still be flexible enough to add new features, but won't feel incomplete without them.

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> I feel like research and technology fits under interesting world in that it provides depth to the world and a progression in terms of production.

By "Interesting World" I mean the terrain and inhabitants of the world, thinks like Maskling tribes that the player can interact with. Research doesn't really fit that role. Research in games is typically used to control the increase of complexity of the game and to provide a sense of progression. Consider Civilization, the early game has a lot fewer options than the late game. As research progresses it unlocks more tools for the player, spacing them out to prevent overloading.

> my biggest near term desire for this game is more economic depth

That should come with the Happiness and Morale, with the addition of luxury goods to keep large cities happy. Tin wouldn't be that hard to add, actually, most of the groundwork for it was added with Copper Ore.

> I think your current focus should be on breadth instead of depth

This talk on indie game development has an interesting point on features, think of them as an inverted pyramid. A narrow foundation supporting a broad top. Work from the bottom up with a tight set of core features supporting larger and larger features on top of it. It's a risk mitigation strategy, so even if a project ends prematurely there's still a workable core to it.

There is also this interesting examination of complexity and depth. I think a key part of Bronze Age's appeal is that it's kind of like Dwarf Fortress, but not nearly as complex. That lack of complexity allows the player to manage multiple settlements without getting overwhelmed, and I'd like to build upon that. My plans for morale build upon the core mechanics of placing buildings and managing resource creation, while also reinforcing the need for multiple settlements (to acquire luxuries).

 

There's also a deeper technical problem. Some of the really interesting possibilities of  game set in this era aren't well served by Bronze Age as it is now. I like the culture mechanics that Stellaris has, where the player can shape and evolve their empire throughout the game. I think something like that would fit really well with a game set at the dawn of civilization. Bronze Age as it is, however, is held back by the core simulation of the entire population as individuals. Some really neat possibilities could be opened up by changing the scale rather dramatically, but such a drastic change might seem more like a sequel than an evolution. I don't want to alienate all of the existing players, especially those who have donated to the project.

What do you think the limits of the simulation will be at the end of the day? Can it be multi- threaded effectively? Thanks for taking the time to respond and engage with us.

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The major issue is how granular the simulation is. There's only so much optimizing that can be done with hundreds of people pathing around cities. If you look at Dwarf Fortress the same problem eventually kills fortress performance.

Multithreading is... problematic. The simulation already occurs on a separate thread from the UI, which is why the frame-rate stays high even when turns take upwards of 100 ms. It causes crashes from time to time, multithreading the simulation would only make things more difficult.

I'm toying with a plan to radically change the simulation, making Bronze Age more like Sim City meets Civilization than Dwarf Fortress. I'm still unsure on it. It would mean about a month or more of rework, most art assets redone, and possible alienation of players who like the more Dwarf Fortress style. On the other hand, losing the baggage of the granular simulation would streamline a lot of neat future features.