You may remember a blog post about some 'house rules' I put together for Civilisation Revolution... umm. I've spent a little more time working on them.
210+ page PDF. TeX source. PNG tech tree. GraphViz source for the tech tree.
I have it on good authority that this isn't how you design a game.
(Doing this just reinforces in my mind how awkward it is to design a tech tree, and how clumsy a game mechanism it is).
[Edit: Version 0.2 is up. This is final unless a) there's stuff people want clarified or b) I realise I forgot to put something else in].
[Edit 2: Version 0.3 is up, which fixes refugees - see change log for details. Thanks to Tom for feedback and suggestions regarding Conscription and Professional doctrine changes].
[Edit 3: Version 0.4 is up. Change log.]
[Edit 4: Version 0.5 is up. Change log.]
[Edit 5: Version 0.7 is up. Change log. Change log for version 0.6.]
[Edit 6: Version 0.8 is up. Change log.]
[Edit 7: Version 0.9 is up. Change log.]
[Edit 8: Somehow got up to version 1.6. Renamed from Alternal to Historium, for a variety of reasons]
Tuesday, 6 September 2011
Historium: A Concise History of A World
Posted by Andrew Doull at 20:45
Labels: civilisation, game design, need to get out more, wtf
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3 comments:
Very nice, now what are you going to do with it?
A.
Well there's only 3 insurmountable problems that I can see:
a) being a derivative work
b) impossible to develop AI for
c) impossible to make multiplayer interesting and resolve quickly
I've figured out a cunning way of solving b & c. So that leaves a and a whole lot of development time.
For a) you can get inspired by http://en.wikipedia.org/wiki/Freeciv
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