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Making my own civilization, ready to show next Saturday

A topic by Airapport created Sep 11, 2016 Views: 633 Replies: 11
Viewing posts 1 to 12

In 2010 I entered indie gamedev having a dream to make my own Civilization, which will be better than Sid Meyer's. Now I have 25 games released (among them there are 3 turn-based strategies) and I feel ready to fulfil my dream.

Here's how the early gameplay looks like now:
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I must've created the devlog here earlier, so, now together with feature list I'll post their completion status

Game features

Focus your attention on really strategic issues. No need to issue orders to every warrior or a worker. Actually, there will be no individual units. Everything: see superiority, recon missions, building, wars are defined by numbers and formulas. They are defined by the primary directions, which are set by you.

Implemented: projects system for recon, expansion, city and terrain improvement, colonization.

Needed: war system, current projects rebalansing

Flexible technology tree. Your technological advance will be defined by what your people are doing and its environment Coastal nations will sooner advance in seafaring, while the steppes dwellers will be likely to become a major land conquering power. This will be more interesting than "Let's learn alphabet to open a way to catapults"

Implemented: initial development of sea technology

Needed: other technology branches: agriculture, war, construction, politics, philosiophy

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Achieve your aim using hard- and soft-power. You can influence your neighbours, get them into your alliance, establish a puppet government or initiate a rebellion in their provinces.

Implemented: getting the colonies in your zone of influence or (if colony AI task) working to declare independence.

Needed: acquiring independent states into your zone of influence. Inspiring rebellions in the other player's colonies

Even if your country is captured, you can stay in the game as a rebellion leader. Gather enough resistance points to revolt and declare independence!

not iplemented yet

And if you expanded too much, neglecting other development sides, get ready to fight the separatism at your empire's suburbs.

Implemented: this comes naturally in the current gameplay system as the capital won't have enough soft-power produced to keep the growing provinces under its power

Needed: coefficients ballansing

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As you progress you'll see the chapters from the future history textbooks telling about your glorious deeds and giving slight hints on your future development.

not iplemented yet

New civilizations will appear in the unoccupied territories during the game. They will receive a bonus for quicker expansion.

not iplemented yet

Map generator creates realistically looking planet with continents, archipelagos with climatic zones, rives, highlands.


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Unique names for the map objects and countries are generated.


Game will be available both for mobile and desktop



I think, mobile devices lack these type of games now. My personal best are a series of EasyPlay (but they are more Risk, than Civ) and "Musket Smoke" (this is an ingenious game, but it's a wargame).

So, on the 17th of September I'll share the pre-alpha to play on Android and in Web.

Game's group on Facebook

(1 edit)

Civilization Builder is ready for the first test

In this version you'll be able to expand, explore, exploit and fight with enemies and rebels using your diplomatic power.

You are welcome to share your thoughts and suggestions

it looks intersting

Thank you :)

Now polishing the diplomatic influence aspect of the game and making better interface (and tutorial)

[B][url=]New Interface video[/url][/B]

You'll plan the actual development strategy, and your subjects will work to perform your plans

The new version of the Civilizations Builder is ready! The soft-power influence model was elaborated and implemented. Now you can separate a rival country into parts by inspiring a rebellion in it. Or you can involve an enemy into your sphere of influence. The AI can do the same,ans as you've became a computer's satellite you have to rebel quickly to avoid being annexed.

(Late phase of the game: so many countries want the city of Monad to become their colony. But the idea of keep the things as they are (STABLE) has the most of the supporters for now)

Other changes:
- New strategic commands interface
- City interface improved
- New resource: "Migration" is generated from the overpopulation in the cities. It's spent to founding new colonies.
- You can set the number of enemies at the start of the game.
- Next turn on Space

Versions for Android, Windows and Web

More about Ideas

Political processes of the civilization are defined by the ideas, supported by the citizens. Those, who control the ideas will control the world's destiny. You can spread the ideas in your and foreign cities by using your diplomatic influence and rule.

How do ideas work

Every turn some of the current ideas supporters get bored of this idea and they give up. Then the countries, which have influence over the current city, for new supporters (of those citizens who don't currently support any idea). And, finally, the supporters of the strongest idea, spread it among the neutral citizens.

When the support of one of the ideas exceeds 50% the political situation of the country or a city is changed.

What ideas you can spread

Being happy of the current situation. By default this idea is set in your own cities.

Joining your country completely. You can spread it in your satellite's capital (the the country will be annexed by you completely) or in its cities, to annex it gradually.

Including the country into you sphere of influence. You can spread this idea in the capital of an independent state. If you succeed it will become your colony (satellite).

Rebellion. You can spread it in the cities of your rivals to make them break apart. Or, if you became a colony of another country, you can start supporting the rebellion idea in your capital, to set you free.

Please, note:

to propagate the ideas in your cities you'll spend Rule (generated by obelisks and barracks). and to propagate them in the foreign cities you'll spend soft power (generated by temples and diplomatic academies).

You are welcome to test the game and share your impression in comments.

I updated the game, now you can scroll the map horizontally unlimitedly. And the map sizes are up to 200x200. I've made several optimisations, so, it's interesting how will your mobile device handle the.

Also you have a button now "Make several moves until something happens"

Now thinking of a better ideas spreading formula.

(2 edits)

New version of Civilizations Builder, out turn-based strategy available for Mobile, PC and Web is ready!
Now you can:
- expand your territory
- gather army and conquer enemy lands
- use soft power to influence other civilizations, involve them into your sphere of influence or initiate rebellion
- explore continents and islands
- improve your cities and terrain

Gameplay video

How to conquer territories
Military power, which is produced by a province, is spread on its territory. When you create an army, part of the military power goes to it. Army needs military power to support its strength and heal casualties.

When two armies are on the adjacent cells, the battle starts. The battle takes place also when one player's army is on the territory of another player. If the enemy's territory military control is reduced to zero, this territory is captured. If you capture a city, then you gain control over the whole province.

The game versions for Adroid, PC/Windows and Web are available here

The game was showcased at GameOnLT, got many useful suggestions. Next task: balance the concepts, which exist in the game now. Then the game will move to the beta phase.

(2 edits)
Now testing unitless warfare: frontline vs frontline:
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Looks like I found, how to increase the strategic level of wars in the game. Here's how they look like:

Of course, still much to do, but I keep moving in this direction.

Hey, the game looks pretty cool so far, will you be needing more music for it? If so I would love to help out, you can check out my portfolio here

The work is progressing. Slowly, but progressing.

Here's how the early game will look like:

There's still too much to be done before adding music, sorry