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Civilization Backend #14

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5 of 6 tasks
BenSmithers opened this issue Dec 20, 2019 · 3 comments
Closed
5 of 6 tasks

Civilization Backend #14

BenSmithers opened this issue Dec 20, 2019 · 3 comments
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enhancement New feature or request

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@BenSmithers
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BenSmithers commented Dec 20, 2019

Needs to support...

  • Towns and cities of various sizes (Entity implentation?)
  • Roads (Path implementation)
  • Points of interest (Entity implementation?)
  • Counties (Region implementation). Counties should be aware of the towns and cities they contain.
  • Kingdoms. Collections of counties?
  • Counties should benefit from grasslands and rivers.
@BenSmithers BenSmithers added the enhancement New feature or request label Dec 20, 2019
@BenSmithers BenSmithers self-assigned this Dec 20, 2019
@BenSmithers
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Grassland benefits should be established with the Civilization Generator issue. That's not something that is necessary for the time being.

@BenSmithers
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BenSmithers commented Dec 27, 2019

Some more important features that Counties, Kingdoms, and Settlements should have.

  • Counties should have government types based off the ethics of the constituent settlements.

  • Settlements should have scores

  • (law) Free vs Controlled
  • (war) Peaceful vs War-like
  • (magic) Material vs Spiritual

describing their personalities. These are specific to the constituent wards. Overall values for a Settlement should be calculated with a weighted average.

  • Users should be able to edit the personalities of Settlements and Counties.

  • RMS differences between a Settlement's city center and its wards should be used to calculate a tension property within the settlement.

  • Counties should also have personalities, though they will be distinct from the constituent settlements.

  • The RMS of the differences between the County personality and constituent settlements could be used to determine a tension between the two governing bodies.

@BenSmithers BenSmithers reopened this Dec 27, 2019
@BenSmithers
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Added desired features!

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