I've changed from a comments section to a discussion board. Sadly that means the old comments are no longer visible. Thanks for all of your past feedback, and I hope that trend continues.
New Discussion Board
Next major update will probably be at least two weeks. Possibility for smaller bug fixes and tweaks in the mean-time.
Currently the immigrant spawner aims to reduce your per capita wealth to target number, and will add as many migrants as it needs to do that. The target number increases over the first few waves of migrants. The first two waves target a per capita wealth of 3, the next two target 4, and every wave after that targets 5.
I'm looking to rebalance this, but that's the logic as it stands in 1.2.4
Towers and gatehouses give 3 wealth, tradehouses and barracks give 4. Most other buildings give 2 or 1.
I actually thought the wealth went up if I had more resources in surplus. But now I know how it works :)
With the system you now have, the immigrant groups are always equally as big as the population I have. So each immigrant income doubles my population.
In 1.2 food and logs add 1 wealth per item. I'm planning on removing that, as it seems really easily abused.
I'm currently testing 1.2.5, which will cap immigration to no more than half the population. That seems to give more manageable population growth.
sounds awesome thanks for the info!
How does the usage of the food and the wheat work?
In terms of wealth? Or in general?
Items sitting in a structure somewhere is what counts towards wealth in 1.2.5. When food is consumed the item is destroyed, and no longer counts toward wealth. Food is used by houses and barracks. Every 600 turns (a little over 2 minutes) a house requests a piece of food, and destroys it when it gets it.
Barracks also consume food, but work a little differently. Each warrior garrisoned in a barracks consumes "supplies", this is just a counter in the building. A barracks will request food, and consume it to produce more "supplies". In general, for each warrior in a barracks, that barracks will need 1 food every 300 turns (75 seconds).
Bakeries consume wheat and produce food, on a 1-1 ratio, taking 10 turns each time. Farms consume nothing, and produce 3 wheat, taking 60 turns to do so.
All of these numbers could change, of course.
You explained what I asked :)
But what happens when I don't build houses for my people?
Because when you don't have houses, you don't need much food. Or is this a thing that you are working on with the happiness thingy?
Eventually it will tie into happiness, but right now it just affects the homelessness percentage.
Also it affects how you can sleep at night, knowing your poor citizens are hungry and cold, sleeping on the streets. :P
I have an eventual plan of accounting for "natural" population growth. It's not too high of a priority right now, though.
Are you getting any errors?
I could see about making a proper Mac build, but I don't have a test machine to verify it on.
This will probably stay a solo project for the forseeable future, I work with a team for my day-job, and it's nice to have a code-base all to myself for the evenings.
I haven't decided, funding-wise. I don't want to pull a bait-and-switch, but some sort of funding would allow for hardware purchases to support porting to different platforms, or hiring an artist to do the visuals justice. I'm leaning towards keeping the base game free, however.
Caveat: This is subject to change, and not set in stone.
Bronze Age will be "finished"when you can grow from your first 7 citizens to an entire Empire. A dozen major cities, linked with trade networks, and a total population in the thousands. You will deal with the several races of local tribes through both warfare and diplomacy. There will be rival empires along your border, with which you can trade and wage war. Armies in the hundreds will clash on the battlefield. Charriots, spearmen, archers, and auxilaries pledged by friendly Maskling (and other) tribes. The gods themselves will take interest in your empire, as your priests invoke their favor.
TL;DR: Civilization and Dwarf Fortress had a baby, delivered by Factorio, and they named it Bronze Age
sounds great what you are planning.
Will you also aim to publish your baby on steam?
Your plans sound very solid and I am looking forward the progress of this project. Even with simple graphics it convinces with its unique charme of the great RTS games back in the 90s :)
Do you have any ideas about economy and resources? The idea of different major cities offer great potential of strategic resources and their trading and distribution all over the empire and potential allies for support ;)
I'm aiming for Steam evenually, when it's more feature complete.
As for resources, 1.3 will introduce Copper Ore that is only found in some areas. Over time more location-dependent resources will be added. I'll need Tin at least, it'd be silly to have a game called Bronze Age without the ability to make bronze.
yup for that I was aiming, will there be bronze in this game ;)
The mining for the metals and to produce bronze offers some good ways to increase the possibilitys of trade and of the production tree.
Btw, I encountered some lags in late game, I focussed on one town and expanded it, now it seems a bit laggy when I want to place buildings.
Is it some optimization bug or is my PC telling me that it is getting old?
It's almost certainly an optimization bug. I'm aiming to do another performance pass with 1.3.
It could also be a bug in pathing that's already fixed for 1.3. If an entity or warband gets stuck trying to reach somewhere, performance takes a major hit.
thx for the info. But it is appearing also without moving warbands. So I guess it is not caused by pathing. My settlement population has crossed 150 ppl, could this cause lag or crashes?
If it's the same world from your bug report, there don't seem to be any stuck warbands, just run-of-the-mill poor optimization.
The longer world updates take, the more chance of encountering an edge case that crashes the game. So the bigger worlds get, the more likely a crash will happen.
I'm not sure how I want to handle ships and docks yet. I've been toying with not having docks at all, since historically most boats were just pulled up on the beach in this time period.
I hadn't seen that article before, thanks for linking it.
no prob, it is always nice to make some internet searches especially for such interesting topics.
Atleast my search showed that the ppl of this time were not so primitive as ppl might think.
Trade was rly a big economical factor, especially this ship showed that trading routes connected already most regions of europe, north africa and mesopotamia. Seems like our ancestors were already some pretty busy ppl ;)
I got on a series of videos on the late bronze age, and the bronze age collapse, which was pretty much a direct link to this game. So much of fantasy and history seems focused on the medieval and iron ages. The bronze age in general and mesopotamia in particular are rather neglected in comparison.
A custom tileset is fine. I'm not sure how you would go about integrating it. BronzeAge uses monogame, and the tilesets are processed through the monogame import pipeline. The imported files can be found at "Bronze Age\Content\tiles". I suppose if you imported your own files you could just replace them there.
What sort of tiles did you want to replace? Some of the tilesheets have a more complicated format than others.
Funny you mention terrain generation, as I went a little overboard while adding copper ore last week.... Long story short, 1.3 will have a brand new terrain generation algorithm, which should add some nice variety. There are deserts, savannah, highlands, mountains, grasslands, and forests. More biomes are likely to be added in the future as well. It also produces the occasional island as well.
1.3 will introduce resources that only appear in certain biomes. Copper ore and stone only show in mountains and highlands, while fertile soil only shows in grasslands along rivers. I don't want to make that restriction with mudbrick, since pretty much everything requires it.
that sounds like a great step, looking forward to it :)
Yeah I know it would restrict the production. But wouldnt it be more challenging to start with wooden buildings as it represents an easy start and to achieve Mudbricks as a higher "tech" or wealth level? I was a bit bored so I checked the web to get an answer how common mudbricks were. And depending on location it was not the most usual construction material.
Egypt for example had depending on the area wood or mud but as a high level stone buildings.
But Babylon had only wood and mud, Stone was not so interesting for them.
Will the river be open for trading routes later on? like an alternative for roads? ;)
I see mudbricks as lower "level" than wood. Wood is an exhaustable resource, and biome-dependant. To my mind the construction quality goes: mudbrick => wood = > stone
Rivers will be used when boats are implemented, which may be awhile.
yeah true, regarding the process mudbricks are easier than wood. I was expressing it wrong. I meant that mud is in reality also dependant from the environment. As I said, Babylon could use it in large quantities, with two rivers in the area and a hot climate it offered the perfect solution for buildings. Also with burning mud/clay to ceramic it had a good point. In Egypt and Crete it was different. So they changed to wood or combined wood and mud as material.
So Rivers are a great place for the future :)
Well I can imagine that ships will take a while to implement, take your time :D
I'm planning on taking a good hard look at the simulation in 1.4 and streamlining things (including having idlers stay home). Oddly enough, it seems the worst offender in 1.3 is structures. They were being sloppy when calculating item need.
I'll look into it. If you don't mind me asking, what don't you like about windowed games?
I'm with lemur on this one.
A fullscreen gives me more of a feeling that I'm playing a game. I can't really express myself, it's just a feelling :)
You can give the players the choice in the options menu
I agree with Lemur too, for RTS/management games i like to have a clear sight of everything and windowed games make me feel like i'm cramped in a tiny window ^^
It's all about psychology really but letting people decide would be nice ;)
I'll see if I can slip it in to 1.3
The influence radius of a settlement is determined by population. The formula has changed over the releases. For 1.3:
Settlement Influence = 33 + SQRT(Population) * 5
Are you finding the settlement influence range restrictive?
Edit: units of the above are in tiles.
Edit2: fixed the formula
Thanks, not restrictive as such my settlement is maybe 60-70 tiles too far from a copper deposit. My play strat is to have one settlement that produces everything and trade wagons it to smaller, newer settlements.
Its irrelevant to this post but didn't want to make another, could you take a look at adding a search for pig work setting as my current civs don't even bother trying,
Are you seeing nearby pigs that they aren't fetching? Gathering pigs is one of the tasks that citizens won't do while under threat., and they only look a little bit outside the settlement's influence range.
I'm not sure what you mean by fortifying rivers.
Like allowing a type of wall to be built on them as a river is running straight through one of my settlements and it allows masklings to enter through it
Ah , I could see something like that being handy. But there's currently no support for allowing some structures to be built over shallow water, and not others. I'll need something like that for docks and boats, so it's a possibility post 1.4.
There will be a few new structures, but 1.4 is mostly focusing around refining and streamlining production and trade.
I'm planning a devlog outlining it on friday, with some in-depth focus on moving items within a settlement.
sounds good :)
Will be interesting to see your devlog!
I was wondering could you add a plant tree type deal in the work settings, as I am abusing the copper statues and have quickly exhausted all the trees in the area. maybe the growing could take a whole in game year or season?
Architecturally that would be difficult to do. Multiplayer is a difficult thing to add on to a project, especially when there is the ability to pause or fast forward time, as in Bronze Age.