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[UE4] [Programmer] [RevShare] Project Machiavelli: Grand Strategy Game set in the Renaissance age

A topic by chris.exe created Jan 13, 2021 Views: 354 Replies: 1
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Hi everyone,

We are four people who work on a Grand Strategy Game set in the Renaissance time. We have set the cornerstones of the game and are now starting with the prototype. Our aim is to create a basic version to start a crowdfunding campaign. All of us are working on this project in our free time and so we agreed to share the future revenue if we are successful.

What we are looking for are additional programmers to speed up the coding process. The game engine of our choice is the Unreal engine.

Well, what is the game about? We have created a Game Design Document, but it has evolved in the process and we now have created a production plan you will be invited to take a look at.

The game is heavily influenced by Europa Universalis 4 and Crusader Kings 3, but differs in the way of Country Management and how information is presented. We choose to let the game end right before the discovery of America, while the start is not yet decided. Game mechanics like espionage, diplomacy, trading, supply lines, warfare, economy management, research and religion are going to be implemented in a simplified version at the start. Hopefully, with more resources, we will be able to expand them in the future.

There are some fundamental principles in this game we hope will set this one apart from the other Grand Strategy Games:

- Only numbers where necessary: we try to banish all numbers for the player to see. You won't be seeing a countdown before rebels arise. You don't get a number of how high your corruption is. The Player will get information either in the form of a text or has the chance to guess it via clues. This should add flair to the game, as no ruler has all the information to make a decision.

- Realistic powers: We won't make the player feel like a god. As a ruler, you won't have the power to decide which building has to be built in all the provinces. you won't know how many troops the enemy has. You won't see everything in real-time. Information in our game takes time to travel. The player has to anticipate actions and has to try to find clues by using all available information. As an example, if you invest heavily in trade, but your tolls stay the same, your financial advisor probably has his hands in the treasury. Or, if you are visiting your neighboring country and even though, it is a small country, there are big luxury buildings, they probably haven't spent that much on their military. The principle is that every action should have a visual effect. It is for the player to read those signs.

- Peace-time must be fun: The goal of every player is to improve their country. Often times, the only way to do this is by war. We want to create a game, which rewards the player in peace-times if he is able to increase his wealth. Therefore the economy must be easy to understand, but hard to master. Through visual rewards, like building the Hagia Sophia in the capital, the player should be incentivized to think very hard, before going to war, as it is also very expensive to do so. This will also set the focus on diplomacy. It may be cheaper to pay a big country to protect you and let your people work in production, instead of creating an expensive army.

We hope you like our ideas and would be happy to welcome everyone who wants to contribute to our project and long term vision.

Thank you very much

Deleted 3 years ago
(1 edit)

Hi Nerdgrammer,

definitly. everyone who can help is welcomed. I see, that you contacted multiple persons. If you are really interested in our project, contact me via discord chris.exe#8732