Fixing Bugs and Adding Decisions
This weekend was a slower than usual, but I managed to to fix a bug that has been annoying me for a while. Sometimes, unpopulated pieces of land that weren't adjacent to a tribal territory would be added to it even if they where very far away. This was not only wrong, but it would make the map look very weird after a while. That situation mostly happened after a tribe split in two, and the reason for it was that I forgot to fully implement the algorithm that takes care of removing unoccupied areas that used to lay within the now split territory.
After this, I started working on a new event/decision combo that will allow a tribe to improve its relationship with clans that belong to neighboring tribes, though not with the tribe directly. The idea here is that a tribe can expand more quickly by convincing neighboring clans to switch allegiance instead of by gobbling them up slowly. To create this decision I need to implement a bunch of moding extensions that are currently missing, like a mechanism to display and select factions directly on the map. Thankfully this won't be very hard since I can reuse most of the stuff implemented two weeks ago for the clan core migration decision.
There are no fancy gifs or images to show this time around since I'm just halfway through the implementation. But I hope to get it done by the next week and then start working on the counterpart decision that will allow a clan to switch allegiances from one tribe to another.
Get Worlds - History Simulator
Worlds - History Simulator
A world generator, and human history simulator
Status | On hold |
Author | DrTardigrade |
Genre | Simulation, Strategy |
Tags | Alternate History, Procedural Generation |
Languages | English |
More posts
- Extended HiatusOct 23, 2022
- Worlds 0.3.4.01 (minor update)Oct 03, 2022
- Worlds 0.3.4Aug 22, 2022
- Worlds 0.3.4 alpha 4 ready for closed testingJul 27, 2022
- Done Migrating Discovery Mod ScriptsJun 05, 2022
- Halfway through Alpha 4Apr 19, 2022
- Closed Alpha 3 StartMar 20, 2022
- The Last PartMar 15, 2022
- Closed Alpha 3 Participation FormMar 13, 2022
- Relationship Improving Action Done...Jan 04, 2022
Comments
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Is it possible to make clans move to a stronger tribe even if their relations are not very good, but rather neutral? And if so, then you can go from the opposite, implementing a mechanic in which the clan could refuse to join, despite the cordial relationship, if the tribe does not have enough strength to keep it. In addition, I think it could look like a scale of relations, on which there are certain zones of "possible diplomatic actions": depending on the characteristics of the tribe, these zones could move, change their size or disappear altogether.
The decision to change allegiance will depend solely on the relationship strength to keep things simple and easy to balance for the next version. Later I'll start adding more parameters that take into account relative strength, etc. Though right now I don't have a metric to measure a clan or tribe's strength.
It would be interesting to see how this changes the simulation at a later stage, when most of the world is already owned by a tribe.