How would they even work? What would they effect? Do you just mean as a cosmetic feature?
smania
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Hey, JokuPelle, I few suggestions regarding “cultures”:
1. I feel like it’d be a nice quality-of-life feature to allow the player to add multiple custom cultures in settings (not just edit one custom culture continuously). This way, they can select and deselect different “groups” easily instead of just editing the same custom culture.
Obviously, this isn’t a big deal, given you are logically able to concatenate/splice the strings for certain “groups” separately and then paste them into the custom culture sections respectively if you really wanted to.
2. It’d be cool to integrate cultures into the actual evolution of the game; for example, when creating a scenario, you’d be able to assign a culture to each state (so for the US, for example, it’d just be English). Then, when said countries have revolutions, their child states would have like a 70% to be derived from said culture (therefore being assigned with the same culture and possessing a randomly generated name from said culture). If it is determined that the revolutionary state should not be derived from its parent state (culturally), it randomly selects a different culture (from the cultures whitelisted by the player) in settings (therefore allowing for “diversity” and then the eventual annihilation of an entire culture due to its lessened influence over time).
This way, pre-made scenarios (like the World Map) would progress naturally (meaning that a state that revolts from the US will be less likely to have a name that historically originated from the other side of the world lol) and the simulation would be able to retain some sort of historical lineage.
That’s exactly what I thought. I assumed it was a formatting issue, given that it is a timescale that has been added, effectively a representation of the time that has progressed (and not an actual new speed at which the game advances).
From my understanding, this is then simply a potential aesthetic choice. Nice.
I have a question regarding the new update on mobile (4.0.7) and am a bit worried about updating: I noticed you added a separate timescale (from months to days) that works independently of the default one. In the patch notes, you said that you changed the “max year to 9999”.
What does this mean?
Does time just not progress after this point or does it just stop counting?
Does this mean that simulations using this timescale won’t continue indefinitely?
I was just curious about how the game determines wether or not a country/nation should become a puppet of another nation after a war (is it based on a percentage of land lost, is it a static number, or maybe it’s something else).
I also wanted to know how the new city revolts feature works; what does the revolution-percentage represent? Does it mean that once a certain duration of time passes, the game randomly determines wether or not a city revolts based on the percentage? I’m not to sure lol.
Could someone help me out?
I was wondering, is this game open-source (or is there someway I could see the code)?
I just want to dive into how the game and find out exactly how its mechanics work. I’ve looked everywhere, and I can’t seem to find any specific documentation on anything.
Also, in regards to any suggestions I have, I feel like just making the game a bit more modular would be awesome!
For example, you could just to little things like allowing the player to set how much gold should be payed by puppets or the maximum amount of gold (per tile) for countries when maximum gold is enabled. This way, you won’t have to constantly change this if it seems wrong later; you’ll just be able to customize it as the player.