History Simulation 2
A downloadable game for Windows
This is an attempt to simulate polities inspired by the principles of Cliodynamics and Cliometrics. At the start of the simulation every polity(tile) is generated over a hand drawn map. Each polity has resources based on the terrain it spawns on with some terrain yielding more resources than others. Each has a percentage chance of choosing to declare war on a weaker neighbor. Every time a polity conquers a neighbor they gain a portion of their resources and transfer ownership of the polity to themselves. There is a random chance of rebellion that can occur to each polity which will either have the entire nation collapse or have a portion of it rebel into independent states.
road map:
Temporarily switched Europe Map to a Fantasy Map for the current update.
-add region-based alliances:
Each polity now randomly has a chance of allying a bordering polity which gives bonuses to their military strength, the chance of cancelling the alliance increases as the polity becomes larger than the ally.
-add a UI that allows the user to see all aspects of the simulation
New UI Added in latest version
-better camera:
Use WASD to pan the camera and use keypad + /- to zoom in or out.
NEW FEATURE:
country names and leader names!
bug fix note:
increased chance for nation to collapse.
rebalanced total annexation mechanic
fixed error where rebelling polities retained stats pre-rebellion
Status | Released |
Platforms | Windows |
Author | Hprogrammer |
Genre | Simulation |
Tags | artificial-intelligence, Historical |
Download
Development log
- TestAug 04, 2021
- Upcoming Simulation FeatureAug 03, 2021
Comments
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How can you change the map?
Nice! Out of curiosity, what was your way of creating nation names? I have my own game where planet names are generated randomly, primarily by choosing random consonants and vowels in a repeating pattern so that the name is pronounceable, so I was wondering what your method was.
hello!
Your method is actually a pretty cool way of doing it, the way I did mine in this version was by using a custom database of different strings that I generated ahead of time and spliced everything together.
Thanks for responding! Thats a cool way to do it as well. I might try using a variation of that in combination with mine to make the names a little more interesting (or funny if it does something like "New Yes").
Cool idea
how do polities find their nearest neighbor and tiles to expand into?
The polities/tiles are detected in a similar way to other cellular automata simulations such as Conway's Game Of Life.