Capstone Project - 1st week
This is the fifth week of CST 489 where I am required to update my capstone project - Wealth and War. I have been working on it for a while, and it would be impossible to speak about it all in one blog. Therefore, I am going to talk about what I did since the last meeting with my mentor two weeks ago.
Adjust Production for Buildings
Instead of one simple happiness for the whole settlement, the happiness & satisfaction system is divided into different social classes as well as different Districts (on District System & Population Change session). This is drawn from Total War Napoleon and Total War Empire, where the satisfaction is also divided into Noble and Commoner. This mechanic allows buildings and events that provide happiness & satisfaction become further meaningful and detailed instead of “3 happiness / satisfaction for the settlement.”
Population Happiness
Instead of one simple happiness for the whole settlement, the happiness & satisfaction system is divided into different social classes as well as different Districts (on District System & Population Change session). This is drawn from Total War Napoleon and Total War Empire, where the satisfaction is also divided into Noble and Commoner. This mechanic allows buildings and events that provide happiness & satisfaction become further meaningful and detailed instead of “3 happiness / satisfaction for the settlement.”
Global Market
When playing many video games (not just with strategy games), players usually encounter the situation that they have resources with large quantities and low on the others. One way to reduce this is, of course, letting players to trade their resources. However, strategy games tend to force players to trade with factions, in many case players may not have anyone to agree with. In the image above, players can see the resources and their price on the market, as well as the options to trade with copper coins, silver nuggets or gold nuggets. In addition, there is trade limit per turn that players can increase via multiple sources: buildings, laws, faction’s traits. The prices also adjust based on how qualities and price adjustments.
In order to balance this mechanic, other factions will have access to Global Market as well and can exploit it. For example, in one turn, players may sale their weapons because of high prices. But that helps reducing the price of weapons and other factions may purchase for themselves.
Notifications
Notification
is not any special implement that Wealth & War has, but it is a necessary
one. With this, players can see what is happening after a turn. For now, there are
notifications for building completion, triggered status effect and successful Global
Market trading.
Satisfaction & Status Effect
There
are three important things in the image above. First, we can see that District
1 – Regular District is the one being display, not the whole settlement of
Nameless Village. In other words, District 1 is the main district of the
settlement, but its population, satisfaction and status effects are
independent.
Second, we can see that satisfaction
of people are decreasing. Unlike other games, satisfaction here plays a crucial
role, not just reducing flat percentage of production. It affects the migration
of the district, determine the change and amount of rebellion, in which it will
affect the production itself.
And third, we can see on Debuff
table that High Tax is active, the other is Food Shortage. In order to make these
status effects have their weight and catch players’ attention, they will
degrade overtime. In other words, if players don’t solve it immediately, the satisfaction
decline every turn and may lead to other debuff such as rebellion, famine, disease,
etc.
District System & Population Change
In
here, we can see District 2, which is different from District 1, to showcase
the District System. The main purpose of this mechanism is to let players to expand
their settlements rather than occupying or establishing new one. In addition,
District 2 is indicated as Farming District. That is because player can choose
the type of district, including: regular, agriculture, residential, harbor,
market, military, industrial. Besides the obvious bonuses that they will provide,
districts also offer unique buildings that make the district type special. For
example, in residential district, there is Settlement Houses to store large
amount of people. Or military district is required for certain buildings to
upgrade furthermore.
We can see the green numbers next to
the population’s amount, that is to indicate to players how many people migrate
in or out of that district. This number is not just flat or randomize, but also
affected by satisfaction, vacant space (Capacity) and other status effect.
Of course, more people don’t mean
better. District 2 is suffering from Food Shortage. Every person is another
mouth to feed, and 3 food resources are needed every turn. If players tax food
production too much, it won’t be enough to feed the population. This will make
players to readjust carefully rather than full production like other strategy games
they play, which helps combat against resource inflation as well. I also plan to add
the overpopulation penalty in the future, but that is for later.
.png)
Comments
Post a Comment