<If you have not read my other post on my imperial dynamics engine then I do recommend it so you know the idea of what's going on so far. So now lets get on with it, In the day or so that I have been upgrading my engine, I have added better fighting, revolts, and sieges of capitals.
So first I'll talk about the improved fighting. At the beginning of the simulation, there is a variable that is set that Is basically the strength of that nation and this bleeds into sieges so when a nation is under siege if the capital is taken over that nation looses more and more power the more it is under siege. If the nation can take back its capital before being fully taken over then It will rebuild if its damage is below a certain point. This makes it so that huge battle don't just endlessly rage but instead will end when the capital is taken over from the other nation making a truly dynamic looking engine. thought this also has it's side effects such as it being boring after all nations are dead.
of course the solution to this is revolts. a revolt is a certain tile of a nation revolting against its bigger counterpart like in the roman empire. This makes it so that there can be an endless battle this also makes the nation a little weaker each time a revolt happens. In the end this system for my map builder is really shaping out but it is no where near completion, my next goal is to make treaties which is going to be a struggle but anyway Thanks for reading and have a great rest of your day :)
For further actions, you may consider blocking this person and/or reporting abuse
Top comments (1)
I do not like that grass shader for my indie game, I have been trying to make a smoothing function for like a weak now and it is really, really not cooperating but It's just scratch, who cares.