The problem with "country" simulator is that countries are a more modern concept, the vast majority of human civilization doesn't feature strong nation concept. A fun board game, but less and less it doesn't feel like a history simulator. My chief complaint with Civilization games is that they've become a history-themed board game. I have been thinking about this concept / similar concept for a long time. Units can choose from any of the shortest paths between two points (there are many in a grid), and from those paths, can also choose the path that matches any preferences they have. I created a path finding algorithm that can simultaneously path 300,000 units to random destinations at a comfortable frame rate. Here's a tech demo of what I've been working on: no fire marshal could mean manually sending out fire trucks to fires, scheduling building inspections, etc). Im thinking it would be cool if the player could hire their own board if they wanted to, otherwise they would have to manually manage that aspect of the game (e.g. While the game wont scale up to the country scale, I do want the player to have a more hands on approach to managing the city. I'm working on Archapolis, a city builder with real time traffic simulation and interior views of peoples homes (which you can customize/build yourself if you want). You might be interested in what I'm setting to out build. So instead of the grid being the entire planet, the grid would just be one country.Įdit: I am specifically interested in the "building" aspect (so think civ-style grid with units moving around doing things), and less so on simple a-vs-b decision game model you see in Democracy et al. I want to zoom in and have more control over where major irrigation canals get built, where to best build a nuclear plant, where that bridge should go or which mountains to tunnel through for a railway etc. It would be nice to have direct control over city-level layout etc - demolish this neighborhood for flood defences, put in railways, major roads etc linking different parts of your country (not sim city levels of simulation, more just at the major civil engineering level of that makes sense - happy for actual city population to grow organically as a result of major works).Ĭiv gets close, but it's too high-level and more focused on conquest. What about education - save money there and spend on natural resource extraction? How will that play out over decades and centuries? do you invest in universal healthcare, or transport infrastructure? Is transport infra required while your country is still largely subsistence farming?. you are the newly elected president of Afghanistan/North Korea/Iraq/Other etc - now go rebuild infrastructure etc, set policies, see how the country develops as a result. I want a sort of civilization-but-for-countries.Į.g. Turning your tiny wall cave into a thriving Borrower city complete with electricity and beer? (might require killing the humans) Stealing and riding a drone? (perhaps not such a rustic experience anymore) Riding or rearing mice? (they can lead you to the cheese and help dodge the cat) Due to the high death rate, there are no main characters, just Borrowers. There's also more than one of you with time, where you can find and recruit others from outside the house, mate to create a family base of increasing members (prompting you to expand more into the walls which will increase your chance of discovery by normal humans), and most importantly - coordinate scavenger hunts with your crew (think: one Borrower leads a climb and trails a rope down, allowing others to follow, where more people = more food for the base). the kitchen - defended by the cruel cat, mousetraps - easy to find but deadly to use, others). Every day you must hunt for food, which involves collecting gear to traverse spaces (paperclip + string = grappling hook and rope, matchstick = torch, plastic bag = parachute) to reach places where food is stored (i.e. You live as tiny mouse-sized humans existing with regular humans who should never know your presence as you occupy the walls and spaces in their home.
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