Showing posts with label turn-based. Show all posts
Showing posts with label turn-based. Show all posts

Wiki and new screenshots of Strategilization (cross-post from strategilization.com)

While it is still screenshot Saturday, I'd like to share the screenshots of the upcoming Strategilization update.



The life of your civilization starts, when you decide, where to gather food for your citizens. And only then you'll be able to found a city on a hex, adjacent to your rural region.



For all the aspects of your nation's life (expansion, exploration, improvement, research, wars) you'll be able to set up a development strategy. Afterwards you'll be able to spectate how your citizens, turn by turn, fulfill your orders and, if needed, issue the new ones.



From the city interface you'll be able to control various ideas, which influence your citizens' productivity.

Actually, the core gameplay has been reworked almost entirely since the posts at Airapport, so, to help new players get into the game, and to help myself have my thoughts organized, Strategilization wiki was created.

These changes has not been uploaded to Google Play yet, but now it's possible to say that the update will take place before the next Ludum Dare (in 2 weeks).

Military in my own Civilization: crossroads

After the release of Civilizations Bilder 0.2.6 I have to make one important decision. I ask you to share your suggestions and help me with it.

Right now I have a classic (almost) unit model to represent an army. Wars look like this:

But also I have a prototype of unitless military advances, using a cellular automaton mechanics. It's like this:



Which of those war models do you like more? Or, perhaps, you could advice on a compromise?


Strategy interface video of Civilizations Builder

Thank you very much for playtesting the initial version of "Civilizations Builder". Got multiple useful suggestions from you, working hard to implement them. And now I'm ready to show the current strategic interface.


Unlike Sid Meyer's Civilization (which, I think, is an ingenious game, but needs some adjustments), you won't need to build a scout, then move the scout to one cell, then to another. Instead you'll need just to set up a strategic task "sentry", and your people will do the rest.

The same works for all the other aspects: colonization, revolution, terrain improvement, wars.
Join the Facebook group!

Civilizations Builder - first testing

We proudly present the first playable version of our own mobile turn-based strategy.

Civilizations Builder

Download from Google Play
Download .apk file directly
Web version (For Flash Player 23+)
Desktop version (for Windows)
Facebook group


As this is the first version, without a proper tutorial, please, read this manual carefully.

First you should develop your territory. Press the bottom-left button (with a scroll) and then the 2nd bottom button (with a shovel).

You can build:

- hunters camp (+ 1 to food, +1 to sentry)
- field (+1 to food)
- mine (+1 to labor)
- fishermen willage (+1 to food)
- obelisk (+1 to rule)

When you tap a building button, the hexes, which allow this type of building, will be highlighted. When you tap one of the hexes, the confirmation window will appear.

If you want to cancel building in progress, tap it and press (X) in the info panel.

Also right on the first move you'll need to set up territory sentry (2nd top button with a spyglass)

If you tap your city, the city panel will be open (to the right). You'll be able to build and upgrade your buildings, or launch the projects of direct labor conversion to other resources.

Buildings (from right to left):

- granary (+10% food)
- temple (+10% rule)
- housing (+2 living space)
- forge (+10% labor)
- diplo academy (more effective labor to soft power conversion)
- scouts school (more effective labor to recon conversion)

The initial labot to other resources conversion rate is 10:1, but it can be increased by building and upgrading the appropriate buildings.

Also on the city panel you'll see the city name, it's population level and living capacity.
Then there's a list of resources produced in this province.
The disaster points accumulated here. For now there are 2 disasters: hunger and overpopulation (crowd).

When hunger+crowd>10*citypopulation, then one citizen leaves the city. But if you are building a colony, the "crowd" disaster points can be spent to expedite its building.

When the colony is established, it will give you 10% of its resources. But this will create revolutionary thoughts there. To handle them you must create a diplomatic influence (top in the left column) project in your colony. Eventually you'll be able to integrate it fully into your empire.

But beware! There are 2 AI-controlled countries in the game. They micht create a diplomcy influence project in your capital. And you'll notice nothing until one day you'll see that you are someone's sattelite. To avoid this, build obelisks and upgrade the temple.

End turn button - in the bottom-right screen. corner.

You can exit to the main menu via settings (top-left button) and create another map. You can set the map type and the water percentage.

We will be happy to know your opinion and suggestions.

Strategic Tic-Tac-Toe: play tic-tac-toe while you are playing tic-tac-toe

You play on 9 boards of regular Tic-Tac-Toe. But the board where you will make your next move is defined by your opponent's previous move. This adds much to the game's strategic component.

Fair Chess: turn-based strategy with simultaneous moves

Forget everything you knew about chess! (Well, except the movement rules).

In Fair Chess neither side has the advantage of the first move (or the advantage of seeing the opponent's move and using a counter-strategy). Figures move simultaneously. In cases of collision the outcome is defined by random.

With simultaneous moves we've got a completely different game: dynamic, thrilling and unexpected. It appeals both to the chess-fans and to those who don't play the usual chess much.

Cards Wars

Have you ever wanted to command an army of playing cards, just like in “Alice in Wonderland”? Now you can! Send your card soldiers to battle and make them conquer countless lands for you in this turn-based strategy that is a unique mix of Risk board game and War, the classic card game.

Deploy your soldiers, capture territories, earn experience points and activate powerups. There are 22 levels of increasing difficulty and challenge which feature imaginary and real-world maps like Europe, America, Antarctica or Discworld.

And custom game mode offers you unlimited gameplay variety. There is a Hotseat multiplayer mode, too.

Max players: 10

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