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In which I generate family trees, finish off details about civilizations, and find myself moving rapidly towards release!

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This release is moving a lot faster than expected. Although the first two months of this year only allowed me to spend a small amount of time coding, I’ve probably got through around 80-85% of the content for this release. You can see our current progress on thedevelopment plan page and I’m very nearly at the point of bug-fixing and optimization. The final remaining large chunk of content I need to add is the generation of relevant components of world histories should as the construction of cities, major battles and wars, discoveries, uprisings/civil wars, plagues and natural disasters, and the like. In this release some small glimpses of the plot will be visible through-out these histories and these will inform the conditions that certain civilizations and NPCs start the game in. Last week I posted about city districts, so for starters I wrote up the Guidebook entry for city districts – as ever, my focus is to give the player mechanic information, but very little “What am I meant to do?” information.

16March1

However, for the most part this week I’ve been working on filling out the remaining parts of the worldbuilding required. I firstly wanted to finish off what remained of civilizations, and have all the relevant information display in the in-game guidebook. The guidebook civilization entries currently show a number of things. They show the flag of that civilization, the religion that civ follows (if any) and a 7×7 image of their capital city (along with its name). Down the left side it quickly summarizes the policies that civilization follows, then tells you information on the right about their leadership. It starts with the term they use to describe their leader, which depends on policy and civ-type: a monarchic feudal civ might be led by a “Czar” or an “Emperor”, while a chiefdom-focused hunter-gatherer civ might be led by an “Ice-King”, or a nomadic civ by a “Great Sultan”. Most civs will use different terms for those who rule. It then lists the important houses in that civ, followed by other information which differs according to civ. If feudal, it shows the towns in that civilization (and later mines and other structures); for nomadic civs it lists their fortresses, whilst I haven’t fully decided yet on what information will show for hunter-gatherers. It lastly states whether the civ allows slavery and/or gladiatorial combat, and if slavery is allowed, how slaves can be easily identified (e.g. missing little fingers, facial tattoos, brands, collars, etc). In the image below you can also see on the left of this image some of the potential names for civilizations, such as “Nation of X”, or “Descendants of X”, or “Brood of X”, of “Wanderers of X”, and so forth. These reflect different types of civilization and also, in some cases, their policy choices about leadership, producing a wide range of different naming conventions for civilizations. A player should come to recognize what each denotes in time, but I think they – like the myriad other name generators in URR! – do a lot towards my goal of building a world of complexity, ambiguity, and non-uniformity.

16March2

I have also finished up most of the information on noble houses in the encyclopedia. Each entry (all guidebook entries will only appear when you discover the civ/ family/ religion/ whatever in question) shows their name, what civ they belong to, their coat of arms and their motto on the left, and then the flag of their parent civilization and the family tree on the right. Getting the family trees to work well was surprisingly tricky, but I’m very happy with how they’ve worked out. The oldest members are the top, the youngest at the bottom. The oldest member of the family that wasn’t someone who married into the family will be the unofficial “head” of the family. The key to understanding the diagram is as follows: double-lines show someone from the house itself; dotted lines someone who married into the family; white shows someone alive, grey someone deceased; gold denotes the ruler of the civilization the house belongs to (so in this case, Tol Malake is the ruler of Utokaqu); whilst a blue colour will denote the player in whatever house the player belongs to (not shown here). Also, I’ve somewhat altered the rules of succession from the real-world of the (roughly) 17th century. Family names are not carried according to the men in the family, but rather by the status of the family. In the case below, some of the people who married into the family (the dotted lines) may be of either sex, but the noble family name was the one that “won out” and was used for any children.

16March3

As above, the remaining major chunks of content are finishing off religion generation and then beginning to work on significant historical events. After that I need to make a few changes to the world-gen screen to incorporate the new history/civ gen, update the start/load screen with information about the player’s civilization, house, religion etc, improve map data storage (I should be able to hack down map load times again with this new change) and then it’s bug-fixing and optimization. Next week we’ll probably be talking about languages or religions (the latter of which I know last week I suggested would be this week, but coding has gone in a different direction in the past seven days).

Until next time you can keep up to date on my devblog, Facebook page, or Twitter feed. The devblog is updated weekly on Saturdays (or sometimes Sundays), Facebook a few times a week, and the Twitter roughly daily. Any thoughts, please leave them in the comments! Stay tuned...

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Cristiano.b.
Cristiano.b. - - 107 comments

Yay!I love ASCII games and this one seems epic! :D

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UltimaRatioRegum Author
UltimaRatioRegum - - 307 comments

Thanks! :)

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Upex213
Upex213 - - 17 comments

So as far as I understood this is going to be a RPG and later a strategy game with empire building and city planing and so on?
Did I get this right? Cause it seems to me that this game is going to have a lot of awesome content, and I would play it for every single aspect I've seen so far :D

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UltimaRatioRegum Author
UltimaRatioRegum - - 307 comments

The strategy aspects were planned a long time ago, but the game is actually moving to a much more plot-driven experience. It is an RPG, with a rule/mechanic set reasonably similar to Dark Souls, for a point of comparison, and heavily plot driven (but with the same kind of subtle/background storytelling). Empires & cities form the backdrop for much of the game, but the player has minimal direct influence on them, expect in one very unusual way I'll be talking about in a while. Excellent choice of display pic, also :).

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LonelyKnightess
LonelyKnightess - - 841 comments

Awesome!

Curious as I was just thinking about this, how will civilizations judge if you're an enemy or not? If I murdered a general in the capital and they go looking out for me, can I hide out in some frontier towns and the guards won't notice my face?

Or if I stay in the capital and say, cover my face with a cloak and keep my head down in the poor district, will guards swarm me? Can I give a fake name and no one will know any better?

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UltimaRatioRegum Author
UltimaRatioRegum - - 307 comments

I'm not quite sure. I like the idea of a "bounty" system for some forms of crime, and that you can be identified by your face/clothes, so hanging those is a big help. I haven't yet totally thought about how "identity" in this way will be managed, but I definitely don't want guards across the globe to magically know your face. Also, of course, killing someone from Civ A might make the government of Civ B like you all the more...

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Gaery
Gaery - - 21 comments

So we are going to get civilizations and settlements right in the next release and as a plus it might be out sooner? Seriously, couldn't hope for better, you really rock :D

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UltimaRatioRegum Author
UltimaRatioRegum - - 307 comments

We are indeed! You will not yet be able to walk around the settlements, however, as generating them is a release in itself and will be done for 0.6 (the version after next). You will be able to view them on the world map, read about the generated world in the encyclopedia, etc :)

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