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Hi Guys,

I'm indie dev, and with my friend we working in our free time on game named Raise Your Civilization.
It will be a civilization builder - as I plan to implement moving through human history in simplified version.
You will start with base thatch, branch buildings and progress by gathering new resources, building schools and universities. All of these will be done in the way settlers works as I love these series. Challenges during game-play will be similar to Banished and frostpunk.

It is not yet finished, its still on going development. We do not plan a KickStarter - its just our free time project.
If you would be interested in this project you can see it on twitter @RaiseYourCiv or look on indieDB, there is also a project web-page - but it is not updated very often.

I was wondering what would you like to see in the game like this - i have lot of ideas by myself but would like to know what would you like.

Post here what you are missing in current Citi Builders games :)
Post edited April 09, 2021 by czochcio
Welcome to this community. :-)

For your benefit since you can't post any links here is to Indie DB and your Twitter page.
Thanks Mori_Yuki for including links.

You can see that project is in early phases but its getting into shape. I have my own vision of this how game should be working :) Like i wrote about schools that now this buildings will be useful and you would need to train your people to build better construction or to keep buildings operational (like nuclear power plan in my idea would need to have skilled scientists to be working).

Each transition to next era would be smooth, but it will require more resources and more kind of resources, so your internal economy will have to be in good shape before that happen.

In this game you will have to produce food to feed your people and deliver water to them. Food will decay unless it is preserved.

I would love to get idea what are you guys missing in settlers, citi builder games as today.
One entry into a "city builder civilization builder" I liked were the Egypt games from Clarus that we have here on GOG. When you switch to the zoomed out empire building, you still zoomed back in to manage your city, but it was just that one city, not EVERY city. And that one city still gave you bonuses at the empire level. It let you exist at the multiple levels without making the micromanagement get unwieldy.
Intelligent routing. Which, Impressions never seemed to get the hang of. Oh, and sanity of stockpile management/distribution. I don't want someone to starve just because some walker never went into their radius.
That are very good points mqstout and Darvond.

The zoom out idea is great, and i think this is a part I would have rethink how to incorporate in game.
I will put some light on civilization aspect of Raise Your Civilization. As building civilization should not happen in single place, map will be generated with resources type scattered in a distance of each other. With this you will have to build a village (start of game) or a new city (later stages) to get this resource.
Idea is that you will be limited with time (energy/hunger/thirst parameter) each character have to perform work. To get resources you would need to build city witch will specialize in getting one or more resources (depends what is in that area).
Zoom out idea I have not thought about would give fantastic opportunity to make management of such construction (many cities) much easier.

How you guys feel about such resources management where you have to create new village/city to get new types or more resource gathered.

Darvon - and yes, that is very good point. I'm not going to say - "Yes i did it and I have or will have intelligent routing". That is true problem which on the scale I'm right now was not exposing itself that much, but i had to introduce protections so it doesn't happen and I know it will with going bigger with the cities scale.
This how the game handles it right now:
a) evaluate needs in area (food, water) person lives in
b) priority is always getting food/water - if not available (storehouse) work to get food is next priority
c) limit how much time person can work so it can go rest and get food with time he has left for a day (no random deaths because there was no food)

Stockpile distribution/management is right now auto calculated based on point (a) and game doesn’t support manual management - I was thinking how much players like this aspect of game or it should be auto-pilot one.
Personally for me it was fun when village is small (settlers games) and when it was growing i just wanted some smart algorithm to take control as it was hard to manage this aspect with expanding city.

I would love to hear your feedback on the ideas I have presented, and also other aspects you love/hate about this kind of games !:)
Post edited April 10, 2021 by czochcio
avatar
czochcio: a) evaluate needs in area (food, water) person lives in
b) priority is always getting food/water - if not available (storehouse) work to get food is next priority
c) limit how much time person can work so it can go rest and get food with time he has left for a day (no random deaths because there was no food)

Stockpile distribution/management is right now auto calculated based on point (a) and game doesn’t support manual management - I was thinking how much players like this aspect of game or it should be auto-pilot one.
Personally for me it was fun when village is small (settlers games) and when it was growing i just wanted some smart algorithm to take control as it was hard to manage this aspect with expanding city.

I would love to hear your feedback on the ideas I have presented, and also other aspects you love/hate about this kind of games !:)
Here's the thing, you've implied an Age of Empires/Empire Earth style of advancement. So with the new ages; should come automation. Waterskins replaced by a communal well, replaced by a hand pump, replaced by an reservoir and fountains...this would play nicely into the "need for new resources" thing.

One thing I was rolling around in my head is that one of the greater falling of Impressions games is having to precision zoning. Or else you might have a fountain one short of actually functioning, or get to watch in seething rage as your engineer walks opposite of the collapsing buildings. I feel both are things that should be avoided much as possible; but just per opinion.

My first part of that thought was, rather than having to deal with building some utility things manually, they'd simply mesh into place, but I also realize that'd require an internal grid and lots of complicated calculations.

As for the matter of employ, that's a bit of a headscratcher.