chumm, The Reader

Member Since

12/18/2020

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9/8/2021 9:30 PM

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37

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Storygames

Cavewalker
unpublished

Monarch
unpublished

Recent Posts

Rising Honor on 6/25/2021 12:23:36 PM

Ah yes, all good questions!

1. I totally forgot to clarify, the game is still "Rising Honor," but the screenshot that says "Monarch" was just a demo I was using, which has nothing to do with RH. Overall, the plan is still the same as the beginning, where, yes, the player does begin as a common nobody, meaning they have no titles to begin with. Really, this update was just a work towards the "ruling" side of things just to get a basic infrastructure laid down regarding population and economy, since every mechanic will revolve around this. As for the RPG aspect, I hear you. As it is planned, rulers will be allowed to leave their court whenever they wish, whether it be for diplomatic affairs, war affairs, or... perhaps other certain types of affairsI don't think it's too unrealistic to assume a king could leave his own lands in search of unfound treasure. Of course, leaving your court means installing a regent, whose personality and abilities will affect the governance of your lands (if the regent is incompetent or cruel, people will definitely not like that, whereas if he is kind, gracious, and ambitious, the people will support him to overthrow you). However long you are absent from your court will affect how great an impact this will be. So it really is a sort of balancing game.

2. This is a great question. I think one of the worries I have is that each settlement will feel like a bland copy of one another with just slight variation. Without getting too far into it, I will be keeping track of all unique features of a settlement (is it by the coast? what's the average elevation? is the weather usually nice? has it been recently conquered?), then i'll check what the population demographic looks like (who lives here? Are they rich or poor? Is there a huge wealth gap?). By this and a few other factors, I'll build up the settlement procedurally and store the data so that when the player visits again, it'll be consistent. To be honest, though, it's still a little fuzzy in my mind, so any suggestions are welcome!

3. Yeah, so every settlement in the world will be calculated in the same way the player's is, meaning that the other kingdoms will have to manage their supply and demand in the same way you do. So if you are facing a food shortage kingdom-wide due to a war or something, that can also happen to the other kingdoms (so no, it will not be pseudorandom). 

4. Totally, I could never imagine RH without these things! Let's take tariffs for example: let's say you have a kingdom and you want to conquer one of your neighbors, but you aren't quite strong enough to do so. However, you know that they import a huge majority of their food from you. So instead of declaring flat out war, it would be awesome to be able to go to your diplomat and tell him "raise the tariffs going to X Kingdom to the sky." Boom, now your merchants don't want to export to them and now they're in big trouble! But yes, definitely expect these things!

5. Definitely! Actually, I'll dig a little into it in the next question.

6. So, naturally, trade will occur between nations, regardless of any sort of "trade agreement." Instead, I've been playing around with the idea of a merchant population. Essentially, what they will do is take over-supplied resources from your settlement and exchange them at other settlements for other goods you are in need of. Then they will take those other goods and sell them back at your settlement. So, this way, if your settlement is near an iron-rich mountain, for example, you could soley focus on iron production and get the rest of your resources through trade. Anyways, this isn't to say that you have no control over foreign trade. As said in an answer above, you will be able to control this through tariffs, subsidies and the like. But yes, supply and demand can depend on many factors, including weather, season, internal/external conflict, etc.

7. Both culture and religion will affect a lot. As you were wondering, yes, certain cultures will be drawn to particular jobs. On the gamey side of things, cultures will have different boosts and malices to many different stats (though will be represented through text). So for example, if your main culture is more suited to guerilla combat in the forest, while you're at war with a culture which fights fiercely on open ground, you better bet your but you're gonna lose if you take them head on the plains. Instead, since their general is a proud man, lure him into a fight in the forest and take him on your terms. Another example will be when I implement characters (important individual people). Perhaps you have your eye on your brother's wife, and in her culture, she sees brawn as attractive. Unfortunately, you're more of a stay-at-home type of guy, while your brother is your best commanding general. You're definitely going to need to try quite hard to woo her!

8. Duly noted!

It was really fun answering these questions, haha! Makes me feel really important. But I totally agree with you. I want to add flavor and uniqueness into everything in this game, otherwise all this random generation would have been a waste. Again, if you have anymore questions or any suggestions, I'm all ears. This has really helped me refine my plans a bit!


Rising Honor on 6/25/2021 8:43:00 AM

Yeah, don't be too excited, yet. I'm well known to never finish any big type of project... But, I'm glad you like it!

And definitely feel free to do so. It's quite an eyesore.


Rising Honor on 6/24/2021 11:38:22 PM

June 24, 2021

So, it's been a while since the last update, and while I'd like to give a good excuse, there really isn't one. Nonetheless, Rising Honor is coming along nicely! I'd realized not too long into development that current format of the CYS editor is a little restricting regarding the mechanics I have planned, so some of the development time has been put into a new text-adventure editor I've been working on. As it is now, it looks a little barebones, but behind the scenes, there are some things I must say that I'm quite proud of! 

Here you can see an of the new engine (and of course, I'll spruce up the look once I get further into development):

Once I complete the engine, I can implement into the CYS storyviewer directly!

Anyways, that isn't all I'd done, either! While previous posts had been showing off the randomly generated worlds (and I admit, I've been sort of scratching my head at a few problems), this past month, I'd decided to step back from the world generation for now and to focus on something more detailed, and so I present to you...

DYNAMIC POPULATION AND ECONOMY

I'm a big fan of Victoria 2, and something I've always loved in that game is the dynamic population system, which drives all of the game's major systems including the economy. I find that it mirrors real life economics much better than most games out there, and for the longest time, I'd been trying to wrap my head around how it worked—efficiently, at that, to the point that it represented millions of people, each with their own culture and religion and it wasn't at all impeding to the game at all.

Well, I think I'm happy to announce that, while I'm nowhere near the skill level of a proper game development studio, I think I've been able to implement a system which will be able to represent the population in Rising Honor in the way that I want.

Down below is a screenshot of a settlement overview screen (AND AGAIN, I want to express, this is all ugly on purpose! It's "programmer art," if you will).

This is a lot. Let's break this down, shall we?

  • The first line says "This is the main overview of your settlement!"
    • Essentially, in RH, the lowest title a character will be able to hold is a settlement, while the highest will be an empire. Titles are essentially a claim of rulership, so if one's main title is of a kingdom, for example, they will be a king.
    • The world of RH runs is organized like a pyramid-shaped machine. A settlement is made of many people, a county is made of many settlements, a duchy is made of many counties and so on (if you're familiar with CK, you'll know what I'm talking about).
      • People -> Settlement -> County -> Duchy -> Kingdom -> Empire
  • The next few lines display the current population of what type of people you have living in your settlement.
    • Each job produces varying quantities of different resources. At the end of each month, they will produce a varying quantity of their respective resources and sell it to the market at the current market price. After, they will need to purchase the resources they require, first to survive (such as food), then they will purchase other luxury needs and even the required needs for their job (i.e. blacksmiths need iron).
      • The population and economy is entirely dynamic. If there are too many farmers, there will be too much food being produced, which means that the price of grain will plummet and farmers will be paid nearly nothing for what they are producing. The people will see this, and many farmers will leave their jobs for other higher-paying jobs, which will again shift the dynamic of the economy. Beware, if too many people switch jobs, you may go from a food surplus to a food shortage, meaning that food will be super expensive... and people without food die!
  • The next section is the market view. Here is where you can see the current price of a resource and it's supply and demand last month.
    • Resources which are in demand will rise in price and resources which are in surplus will fall in price, simulating a "realistic" economy.

And here is a more detailed view of the population. I just want to add here, in RH, there will be hundreds of different cultures and religions in your own randomly generated world. As you can see, this particular population screen represents the division of these people between cultures: "Araenian" and "Oracien." We'll touch more on this later. Instead, I'd like to focus on the two buttons "Raise Levies" and "Disband Levies."

  • Raise Levies
    • For as long as humans have existed on earth, civilizations have been plagued with the incurable curse of war. So why should RH be any different (that is of course, if your character isn't already ruling everything)? This button will allow you to enlist a certain percentage of your entire population to raise under your banners and fight for your cause. Remember, however, your people are the fuel to your civilization. If too many of them perish, you may find yourself struggling. 
  • Disband Levies
    • This simply disbands your surviving levied civilians and sends them back home to their old job.

Now, before we were talking about how people were divided into different cultures. Ah... cultures, it's so beautiful to have a world full of so many different, unique, and equally beautiful beliefs and values. It's what gives us identity.

But dang, sometimes, don't you just want to oppress a specific people group with a specific culture because... well... you want your own culture to be the top of society? Well, in RH, now you can! Just tax those dang Oraciens to the moon, and you'll see them all struggle to survive and hey, you'll make a boatload of money off of it, too!

Yeah... so if you want to play as a crazy oppressor, go for it. Live out the dreams you want in a safe space, where you don't have to worry about a watchlist. Also, I want to add in some other things too, so don't think this is all the discrimination RH will be having!

That aside, this taxation screen will allow to better finetune your economy for your future endeavors. Are you planning on going to war soon and you're worried you don't have enough weapons for your armies? Bump down those taxes on your blacksmiths, and you'll have people flocking over to forge tools in no time!

Anyways, that was all I have, and I hope you all are enjoying. If you have any ideas, questions, or comments, feel free to let me know below. This is definitely going to be a slow burner project, so all the feedback is appreciated!


Rising Honor on 5/6/2021 12:43:29 PM

Oh uh, well, things are coming along as expected: slowly. I've kinda been working on a custom engine to help speed things along, but there's still a lot of work.


Rising Honor on 3/12/2021 9:24:46 AM

Tbh, I did try adding rivers, but like you mentioned, it's pretty difficult, and was sucking up a lot of time, so I scrapped my current implementation. I definitely will be going back to that in the future though, so hopefully I don't make too many people mad.


Rising Honor on 3/12/2021 9:23:10 AM

Good point. For now, the political map was a little hastily done, hence the very straight borders between most of the countries. But I'm definitely going to be overhauling the way the political map is generated, in so that the borders make more sense, geographically. And that's a good point you made about nomads, I'll have to keep that in mind


Rising Honor on 3/11/2021 8:04:06 PM

I'm a little guilty. I have to admit, CK2 is a huge inspiration of mine. I'm definitely planning on "borrowing" a few more systems from that game...

But yeah, regarding the mountains things, I agree with you. Mountain ranges are something I totally overlooked. It's probably going to be fixed in the next few minutes. Fixed!


Rising Honor on 3/11/2021 8:02:13 PM

Actually, I'm glad you mentioned trade routes, I'll have to put that on my list. I'm not sure how I missed that one, really, it opens up a whole sleuth of game mechanics


Rising Honor on 3/11/2021 6:02:46 PM

Dang, now that's something I can't unsee.

Well, a lot of these map modes won't be available to the player if the game goes into a playable state, but they are very useful when layered upon each other to make another map (height + precipitation + heat = terrain). Though I'm not entirely certain what specific maps I'll add, I do have a few ideas. For one, I'd love to implement culture maps, which I can use to tweak the political borders a bit and even allow things like fragmented empires, where a certain culture used to be a large empire, but now they're small and fractured. I think that'd be awesome. Also assuming the game gets to the point where each nation has its own dynamic economy, I'd definitely implent something like resource maps (iron, coal, food, etc.), which indicate which provinces are rich in a certain type of resource. The player can then strategically determine which places to conquer or even trade with...

Yeah, it's all very abstract, as of now, but we'll see. Any suggestions?


Rising Honor on 3/11/2021 5:33:25 PM

March 11, 2020 - P2

Lastly, I've implemented, what I think is the coolest part, and something that will lead to more gameplayish development, which is political map generation. I won't get into how it's calculated and stuff, and it's most certainly not perfect, but it generates what I think are boreders that are suitable for the game. Now, alone it might not seem significant, but trust me when I say this is BIG. Now I'll be able to generate culture maps, political borders, etc. which will make the world much more diverse.

That's pretty much all, but here are some pictures if you're interested. This particular world's seed is 995 and the rest of the setting default, if you want to look for yourselves.

V2TM
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